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Go Forth And Find The Wind


[DM Hugh] Traveling in Style 
Sunday March 11th, 2018 9:02:31 PM

Bosk thanks the manfri and promises they’ll locate the wind before stepping through the portal. When he gets to the other side he advocates taking some time to rest and prepare spells and even suggests heroes feast might not be a bad idea.

Zane agrees about resting and suggests they post Garret as watch since he’s the only non-spell caster of the group.

Restlin whips out shiny and slices a hole into reality where everyone can rest in a mage’s marvelous mansion. He states they earned a better resting place than a deadly grassland. He dumps his stuff on the floor for the invisible servants to take care of as he flops in a comfey chair. Restlin then uses his meager healing on Zane.

Wyaar joins Restlin in the mansion and uses up his lay on hands on the minotaur as well.

Garett comments on how nice the place is an asks about food.

Tink wonders if the Dragon’s are capable of fighting these new threats and makes new magical garments for the rest of the party.

Beri comments on how hungry he just realized he is and suggests they make plans for the next day.

Sesha makes a hero’s feast for the group to fill them up and help prepare them for the next day.

You can spend up to 32 hours in the dwelling Restlin created and in addition to the feast that Sesha cooked up there was also enough foodstuffs in the mansion itself to facilitate a 9 course banquet for 192 people so even Garret can eat his fill. While the mansion lasts you are essentially in a safe refuge unaffected by the conditions of the grassland and while you do have time for a respite you still have a wind to track down and figure out how to capture.


RobC - Katinka Hushfoot -- AC 36*/24*/27* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+15=31 ;
Sunday March 11th, 2018 10:57:41 PM

"Does anyone even know what direction we should take when we leave here?" Tink asks, realising they could actually be lost.

She isn't the greatest survivalist, but figures if the wind blows in the same direction as the current wind they should head that way.

"What do you guys think?"

OOC: Survival: 31. Not sure if a Survival check is needed or not. Tink's just suggesting having the wind at their backs and blowing along with it

Garret Goodbarrel [AC:48/42/41; +4 vs AOO HP: 232/232 Ki:11/17 CMD: 50 SR: 28] 
Monday March 12th, 2018 9:28:07 AM

Garret enjoys the food, but then get serious. "How are we going to even find this wind? And how in the wold are we going to know we've found it when we do? Do we wait here and just start grabbing at winds?"

Sesha [AC 40 /23 To/37 Fl] | HP 146/129 | CMD 33] 
Monday March 12th, 2018 10:29:46 AM


While Tink investigates using natural sciences, Sesha is willing to try a more direct method. She gathers the necessary components, and casts Divination.

"Little Spirit", Sesha smiles as she prays, as one might when talking to their cherished little sister or cousin. "We are supposed to find the first wind that ever blew across the Sargrass. How do we find it?"

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Monday March 12th, 2018 2:40:20 PM

{b]"Well, the Oracle or whatever he was, said to go west from where he sent us to rest. We've rested where he sent us, so I suggest we head west. As to determining what the First Wind is, your guess is as good as mine."[/b]

Zane then stretches and massages the bruises and partially healed wounds, to keep his flexibility up.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 131/temp181, DR 5/Evil 
Monday March 12th, 2018 3:16:29 PM

"Then we head west," Wyaar says after his usual morning rituals are done and they discuss their plans, "I've no head stil how we are to identify and capture it. We know Garret is an expert at breaking wind, but for the catching..." he shrugs.

Restlin (Carl) -- AC +18/+9/+13 CMD: +21 HP: 168/168 (Spells) Luck Points: 5/22 
Monday March 12th, 2018 4:46:22 PM

"Well, we're looking for an artifact that can cleanse the entire Wold. Maybe we'll just know it when we see it? We head west and keep the wind in our faces."

RobC - Katinka Hushfoot -- AC 36*/24*/27* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Monday March 12th, 2018 8:50:18 PM

Tink must have tuned out when the party were advised to head west. That's no doubt the way they should go.

Beriothian -- AC:38/18/36 HP: 230/231 CMD = 23 
Monday March 12th, 2018 9:24:11 PM

The wind could be just about anything other, though I suppose if it's literally wind it must be some sort of magical wind for it to still be around. I don't know of any way to transport normal wind, but if the wind doesn't dissipate naturally we may find that a bag of holding can keep it safe until we arrive back in Hook City. I'm not sure what spells would help capture wind, any thoughts?

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d10=2 ;
Monday March 12th, 2018 10:22:01 PM

As Sesha casts her weave elements spell ask if she could instead weave me an air garment, in hopes that the fly ability will be helpful in our endeavor.

I might be able to help determine something about where to go. I have never cast it, but Legend Lore might help shed some light on this. However, I expect it could take up to two days to gather the information.

ooc: Although we are not in the Sarrass, the Sargrass was destroyed in a major fire and I am wearing some of the few remaining Sargrass items. In addition I helped stop some sort of deamon which was plaguing the Sargrass (we interrupted a summoning and saw it leave, but never learned more) and broke the curse of Grendel that prevented the Sargrass from reviving and kept it a desert. We also have some sor of magical connnection to the Sargrass via magic items we had to sacrifice that allowed us teleport to the Sargrass when it was previously impossible to teleport between regions in the Southern Continent. Not sure if any of that might have an impact.

ooc: If the group agrees I will cast the spell. I am not sure if exposure to the Sargrass and need for the wind is enough to make it under an hour, if not I rolled 2 day casting time.

Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.


DM Mitch  d100=20 ;
Tuesday March 13th, 2018 6:25:35 AM

Tink goes outside and takes a quick look around, using her survival skills. The sun is at the horizon, meaning it is either sunset or sunrise, probably the latter judging from other signs Tink notices. That lets her determine west, and with that information she determines the wind is currently blowing north.

Then she goes back inside and someone mentions that they were told to head west.

Garett ponders how they’ll even find the Wind.

Sesha tries to call up a spirit, but her call seems… off somehow. Almost… sluggish? It’s a difficult to describe feeling, but whatever the problem is it makes the spell take 15 minutes to cast instead of the usual 10. Upon completion the called spirit tells her ”West.”

Zane reminds everyone that the Manfri they met told them to head west.

Wyarr agrees that they should head west, but states he has no ideas on how to capture the wind. He also mentions Garett’s prowess at breaking wind.

Restlin says that they’re after a powerful artifact and suggests they may know it when they see it, so they should just go west

Beri speculates that a bag of holding might be able to contain a literal wind, but he’s not sure of what spell to use to control or capture it.

Bosk suggests that he might cast the Legend Lore spell to learn more information. He hasn’t cast it before so is unfamiliar as to it’s workings. Some thought and a quick study of how the spell works lets him determine a few options (See E-mail).

The party, now rested and fed (I think?) continues to discuss how best to proceed.


RobC - Katinka Hushfoot -- AC 36*/24*/27* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday March 13th, 2018 8:30:46 AM

Tink waits to see the result of Bosk's spell. It sounds like it might help so certainly worth a try.

Garret Goodbarrel [AC:48/42/41; +4 vs AOO HP: 232/232 Ki:11/17 CMD: 50 SR: 28] 
Tuesday March 13th, 2018 9:54:56 AM

When Bosk mentions 2 days, Garret looks around the place and says, "Is there a checkerboard in here anywhere?"

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Tuesday March 13th, 2018 12:36:20 PM

"Can we afford two days or more? that grass was spreading rather quickly. While this first wind is supposed to destroy the grass as just a touch, but if it spreads too much, will we be able to use the First Wind to destroy it all. And if the other Heroes around the Wold were there as well, I imagine we may need to help them as well...."

Restlin (Carl) -- AC +18/+9/+13 CMD: +21 HP: 168/168 (Spells) Luck Points: 5/22 
Tuesday March 13th, 2018 3:36:50 PM

"Yea...I don't think hanging out here for two days is worth it. Maybe if it can be wrapped up while we rest overnight in this fine mansion, then sure. Otherwise, let's get walking."

Sesha [AC 40 /23 To/37 Fl] | HP 146/129 | CMD 33] 
Tuesday March 13th, 2018 4:12:04 PM


"West."

The divinations sluggishness was concerning, but at least Serenbeth got the message across.

"My source says west. I trust it."

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d4=2 ;
Tuesday March 13th, 2018 7:29:33 PM

I shrug. Majority rules, but let me do the quick version to get info on the Sargrass. They will only take about 12 minutes.

Beriothian -- AC:38/18/36 HP: 231/231 CMD = 23 
Tuesday March 13th, 2018 9:18:54 PM

Well, I'm rested and since it looks like we are outdoors I am storing a Storm of Vengeance in my spellstaff. I believe I'm ready to go when everyone else is. Do we know how far away we are heading? If it's only a couple hours away I'll summon an elemental swarm to come with us, but if we are a half days journey or more from our destination it's probably better not to channel a high level spell into something that will be gone before it's useful.

The druid helps himself to a few helpings of meat on a stick that the invisible servants have prepared

DM Mitch 
Wednesday March 14th, 2018 4:40:25 AM

Tink waits to see the result of Bosk’s spell she figures it might be worth a try.

Garret asks if there is a checkerboard in the mansion.

Zane asks if they can afford 2 or more days as the grass was spreading rather quickly and if they wait too long might there not be enough wind? Also the other Woldian heroes probably need their help.

Restlin agrees that hanging out for 2 days isn’t worth it but if it can be wrapped up while they rest then go ahead.

Sesha says her source says West and she trusts it but is a little disturbed at the sluggishness.

Bosk shrugs as the majority rules and prepares to do the quick version to get info on the Sargrass.

Beri opines that he is rested and that he’s ready to go when everyone else is. He asks if anyone knows how far their destination is because if it isn’t too far mayhap it would be a good idea to summon an elemental swarm. If not he at least has storm of vengeance stored in his staff.

When the cataclysm was set to destroy the Sargrass plains Queen Ma’ab saw that many plants animals and peoples would parish so she took it upon herself to spirit some of them away to a part of vales of twilight that was previously uninhabited. In case of a time of great need Ma’ab also sealed away 8 artifacts to serve as anchors to the Sargrass that once was, now very much could be that time as 8 groups of heroes were sent on missions to find artifacts. Your artifact is one of the hardest artifacts to contain as it is literally the first wind that ever blew across the Sargrass plains.


Garret Goodbarrel [AC:48/42/41; +4 vs AOO HP: 232/232 Ki:11/17 CMD: 50 SR: 28] 
Wednesday March 14th, 2018 11:17:10 AM

Garret is stuffed. He looks out the door and peers west. It looks like every other direction. "West, eh? Well, that's as good as any other direction, if you ask me."

Restlin (Carl) -- AC +18/+9/+13 CMD: +21 HP: 168/168 (Spells) Luck Points: 5/22 
Wednesday March 14th, 2018 11:40:05 AM

"Yup, west is a fine direction. Let's go that way."

Restlin seals up the mansion before leaving. You best believe he casts overland flight to avoid walking through that grass. That's just asking for trouble.

***

If anyone needs an overland flight spell, let me know.

Sesha [AC 40 /23 To/37 Fl] | HP 146/129 | CMD 33] 
Wednesday March 14th, 2018 12:29:59 PM


Sesha reminds everyone that they have air walk spells in place.

"Remember, wind walk is a fast travel spell. We can cover lots of ground quickly, but its not a form for fighting."

For that very reason, Sesha herself casts Flying Broom and takes to the air as well.


------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Flying Broom (Overland flight, but on a broom. Will Save DC 22. 21 hours remaining.)
Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)


Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Wednesday March 14th, 2018 3:59:13 PM

Zane casts a mage armor, using one of the lesser extend rods. He then drops the rod back into his quiver with the other two rods that look exactly the same.
"Well, shall we get started then?"Zane takes to the air and is ready....

Beriothian -- AC:38/18/36 HP: 231/231 CMD = 23 
Wednesday March 14th, 2018 9:08:38 PM

Beri transforms into his air elemental form so that he can fly as they journey west.
Well, not much point in us hanging around, see if we can' catch that wind.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 131/temp181, DR 5/Evil 
Wednesday March 14th, 2018 10:01:25 PM

"If we're flying the whole time I'll need to hitch a ride with someone" Wyaar says and does just that probably.

-----

Two feet of snow later.. sorry for the missed post!

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Wednesday March 14th, 2018 10:04:37 PM

We all had Wind Walk cast on us. We can't use it in Combat, but it's just about the fastest flight there is.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 131/temp181, DR 5/Evil 
Wednesday March 14th, 2018 10:52:30 PM

Ooc: reading comprehension fail! Sorry, was reading quick to get a post in after snow blowing.

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday March 14th, 2018 11:53:18 PM

It is too bad Zeoll is not here. Writing a song about catching the wind would be right up his alley. Very Poetic. All right, West it is/

RobC - Katinka Hushfoot -- AC 36*/24*/27* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Thursday March 15th, 2018 6:32:08 AM

Though Tink has Overland Flight in effect, the Wind Walk spell looks far more efficient. She goes with that to keep pace with everyone else.

DM Mitch 
Thursday March 15th, 2018 7:28:25 AM

Garret pokes his head outside and looks around. Everything is quiet. The stars are out and all the animals, even the insects, are in bed. A light breeze blows over the plain, making the grass stir in the wind. Wait, shouldn’t it be daylight by now?

Restlin seals up his magical mansion and casts overland flight.

Sesha reminds everyone they have air walk and that it is not a combat spell. She jumps on her flying broom in order to be prepared for any combat that happens.

Zane uses his extended metamagic rod to self cast mage armor and announces that he is prepared to go.

Beri transforms into a wind elemental.

Wyarr is momentarily confused before realizing he has wind walk active.

Bosk laments that Zeoll is not with them and muses that the liontaur would make a very nice song about the events

Tink has multiple options for flying,

With their various means of flight the party makes rapid progress across the plains. A couple hours and a couple miles later it still isn’t light out. It seems that this place has longer days and nights. There is still no sign of any magical artifact, just endless grass interrupted by the ocasional hill or lone tree.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 131/temp181, DR 5/Evil 
Thursday March 15th, 2018 10:55:38 AM

Wyaar rides like the wind!



Restlin (Carl) -- AC +18/+9/+13 CMD: +21 HP: 168/168 (Spells) Luck Points: 5/22 
Thursday March 15th, 2018 11:25:06 AM

"Think of the cows they could raise here. Probably toxic from all the dangerous grasses down there, but they'd never go hungry."

Restlin is bored. He should have brought a book to read.

Garret Goodbarrel [AC:48/42/41; +4 vs AOO HP: 232/232 Ki:11/17 CMD: 50 SR: 28] 
Thursday March 15th, 2018 11:48:34 AM

Garret looks over at Restlin and wonder why he is bored. Garret is spending his time spinning and doing loops while flying. He experiments with the different ways he can move and spin and enjoys how the wind feels as he flies. He dives towards the grass and turns away. He flies along the very top of the grass and reaches out to touch the tips as he flies past. He does a few barrel rolls, spinning around Restlin and he waves to him.

Sesha [AC 40 /23 To/37 Fl] | HP 146/129 | CMD 33] 
Thursday March 15th, 2018 12:35:35 PM


Sesha whips in and out of the others as they fly. When they slow down, she uses her broom. When they speed up, she flickers back into her cloud form, dipping in and out of the contrails of the others. Once or twice, while bored, she dips through the grasses.

When there's a tree, she investigates it. When there's a hill, she lands on it and looks around.

"Not knowing what you are looking for makes looking for it difficult. I'm not noticing anything out of the ordinary, nor even a place or thing that could potentially hold "the wind" besides Garret. I bet the other teams have to just retrieve pieces of grass or something. Lucky beggars."

Sesha swirls back into her traveling form, and speeds again across the plains waiting to encounter a structure or a creature.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Thursday March 15th, 2018 2:08:10 PM

Zane, heading the same way as the others, flips onto his back, interlaces his fingers under his head and cruises along, expecting the others to notice what they are looking for......

Beriothian -- AC:38/18/36 HP: 231/231 CMD = 23 
Thursday March 15th, 2018 9:02:10 PM

Beri flys along feeling the wind blow against him when he gets an idea.
I wonder if having an air elemental's body would allow me to interact with the wind. It's possible that I could turn into a whirlwind and guide the wind with my vortex for a while... though I wouldn't be able to do that for long.

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Thursday March 15th, 2018 10:04:00 PM

This reminds me of our first visit to the Sargrass. It is so calm and peaceful.

DM Mitch 
Friday March 16th, 2018 5:00:51 AM

Wyarr rides like the wind!

Restlin comments on how many herds of cows could live here. Well, if the corruption was gone at least. Mostly he’s bored

Garett is having so much fun with aerial acrobatics that he can’t imagine how anyone could be bored.

Sesha checks all the passing landmarks but can’t find anything that useful. She comments that it’s hard to know if you’re heading towards the right place if you don’t know what you’re looking for.

Zane relaxes as he flies, expecting the others to be able to find whatever they’re after.

Beri speculates if being an air elemental will let him control the wind.

Bosk is reminded of when they first visited the Sargrass.

The party flies along for another hour or so. The survivalists among them start to get a nagging feeling that something is wrong. Some sign that they should be noticing is niggling in the back of their mind…

Survival DC 35: Highlight to display spoiler: {Although the star’s positions are slightly different here, it’s still easy enough to pick out all of the constellations in the sky. Every single one is indicating that you are actually heading east, not west.}


Sesha [AC 40 /23 To/37 Fl] | HP 146/129 | CMD 33]  d20+20=35 ;
Friday March 16th, 2018 10:03:41 AM


Sesha suddenly calls a stop, hovering for a moment in front of the others.

"We've been going the wrong way. I don't know how, and it doesn't make any sense that I wouldn't have this suspicion until now, but we've been going east instead of west."

She takes a moment to double check her bearing, and breaks into a double time BACK the other direction, careful to take the time necessary to keep traveling west, and consulting with Beri and his Know Direction spell.

Survival: 35

Restlin (Carl) -- AC +18/+9/+13 CMD: +21 HP: 168/168 (Spells) Luck Points: 5/22 
Friday March 16th, 2018 11:18:33 AM

Restlin's not one for reading the stars, so he's gonna half to take Sesha's word on this. He scratches his head. "Who's to say there IS a west in this place. Cardinal directions point to specific anchors in the Wold, but this place doesn't have that. For all we know this is a looping plane and we just looped. We are going pretty fast.

"Let's take a moment and figure this out before we start doubling back. How did we decide what was west in the first place?"

Garret Goodbarrel [AC:48/42/41; +4 vs AOO HP: 232/232 Ki:11/17 CMD: 50 SR: 28]  d20+17=35 ;
Friday March 16th, 2018 12:24:59 PM

Garret looks up when Sesha turns and then counts on his fingers. He holds his hand up to the stars and then says, "Wow! You are right, we are completely going the wrong way! Or, well, at least we're going east and not west. Shall we?" He spins and dives and turns with Sesha, heading back the way they came, as best as he can tell.

OOC:
Wow! Two character making a DC 35 check? Whew!

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 131/temp181, DR 5/Evil 
Friday March 16th, 2018 12:36:42 PM

"I.. hm. That way then?" Wyaar points in the opposite directiosn but lets those with the know how or magic to know the right way to figure out where to go

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Friday March 16th, 2018 5:22:58 PM

"Wait a moment.....We didn't go the wrong way.... we just went too far, we must have passed the bottom of the Wold and some effect we didn't notice reversed our course.. like maybe the First Wind. We entered it going one way and it caused us to divert with out noticing it.
So lets go slowly so we don't miss it this time."


RobC - Katinka Hushfoot -- AC 36*/24*/27* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+15=30 ; d20+40=59 ;
Friday March 16th, 2018 9:40:14 PM

Tink takes the word of the others. Her survival skills aren't that great at the best of times.

Zane's deduction seemed sound. Had they flown around the Wold? If they kept going that would mean they would end up where they started, wouldn't it?

"I don't suppose anyone has a Know Direction spell handy?"

She'll follow along with the others.

Survival vs DC35: 30 = Fail
Perception: 59


Beriothian -- AC:38/18/36 HP: 231/231 CMD = 23  d20+22=31 ;
Friday March 16th, 2018 10:16:04 PM

That's a good thought Zane, but it's really difficult to pull off when someone is flying. When an entire group can see all the way to the horizon it's hard to lose your direction. The grasses here can visually act like a vast ocean but those hills and trees are as good as any lighthouse for keeping our heading. And a sailor is unlikely to have missed the stars changing.
Beri pulls out his gem of sight (true seeing) and looks around, making sure there are no signs of illusions at play, or invisible tricksters somehow throwing them off course. He also keeps an eye on Sesha, making sure her direction is true both through his know direction Orisons and verifying with the gem of seeing.

RobC - Katinka Hushfoot -- AC 36*/24*/27* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Sunday March 18th, 2018 6:31:47 PM

"Is it possible that we flew past it because of our speed?"

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Sunday March 18th, 2018 8:09:24 PM

I pause for a minute. "Are we in the Wold are are we between realms? If we are still between realms travel will be much faster, similar to dark and shadow walk."

RobC - Katinka Hushfoot -- AC 36*/24*/27* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+17=18 ;
Monday March 19th, 2018 7:46:56 AM

"Hmm, a good question" Tink looks about for indications as to which realm, plane or dimension the party might be in

Knowl Planes: 18. Nat1

DM Mitch 
Monday March 19th, 2018 8:15:11 AM

Sesha realizes that they are going the wrong direction and calls for the group to turn around.

Restlin theorizes that there may not even be a west in this place and that it might be a looping plane that they’ve just gone far enough to loop. He suggests stopping to try to figure it all out.

Garett also notes that they’re going the wrong direction and follows Sesha’s about face.

Wyarr points at what they now think is west.

Zane suggests that maybe they’ve gone to far or that the first wind somehow turned them around without them noticing.

Tink thinks that Zane’s suggestion is sound and could explain the confusion. She asks if anyone has a know direction spell handy. She tries to double check which plane they’re in; they established earlier that they were in the Vales of Twilight, and as far as she can tell they still are.

Beri tell Zane that the theory is interesting, but he doesn’t think that the wind could have turned them around without them noticing. He uses his gem of true seeing to check for hidden things, but finds nothing.

Bosk wonders aloud if they’re in the wold or between realms. If they’re between realms they may be traveling much faster then they think they are.

The party backtracks, carefully searching for anything they may have missed. However, they make it all the way back to the hill they started without finding anything. A know direction spell indicates that they are now, indeed heading west.

As the party tops the hill and sees the familiar standing stones the sun rises in front of them. In the direction they are currently considering west.


Restlin (Carl) -- AC +18/+9/+13 CMD: +21 HP: 168/168 (Spells) Luck Points: 5/22 
Monday March 19th, 2018 9:52:37 AM

"Well, good thing we can move so quickly." Restlin heads towards the rising sun.

Garret Goodbarrel [AC:48/42/41; +4 vs AOO HP: 232/232 Ki:11/17 CMD: 50 SR: 28] 
Monday March 19th, 2018 11:29:48 AM

Garret ponders, "I wonder what would happen if we just kept heading towards the sun..."

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Monday March 19th, 2018 12:41:05 PM

"If we are still in our "other dimension", think everything is a reverse direction? If east is west, does that make north south?"

Sesha [AC 40 /23 To/37 Fl] | HP 146/129 | CMD 33] 
Monday March 19th, 2018 5:07:51 PM


"I don't know. It feels like a greater power is messing with us, delaying us for something."

Beriothian -- AC:38/18/36 HP: 231/231 CMD = 23 
Monday March 19th, 2018 9:19:47 PM

Yes, some greater power is definitely messing with us. I'll keep casting this orison so we will not be tricked a second time.
Beri will continually cast know direction and detect magic and will immediately let everyone know if there are any further signs the someone is messing with them.

Wyarr - Carl Subbing 
Monday March 19th, 2018 9:26:11 PM

"You guys are too paranoid. Maab wouldn't do that to me. You folks, maybe, but not me."

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Monday March 19th, 2018 10:34:10 PM

I stretch as I wait, my magic being no more effective than Beri's at the moment.

DM Mitch 
Tuesday March 20th, 2018 4:47:35 AM

Restlin says it’s a good thing they can move so quickly.

Garett ponders what would happen if they just kept heading towards the sun.

Zane wonders if north is south since east is west.

Sesha speculates that some greater power is messing with them.

Beri agrees with Sesha and continues to use know direction to make certain they’re going the right way.

Wyarr tells the other two that they’re being too paranoid, Maab would never do that to them. Or at least, not to him.

Bosk stretches.

With the Know Direction spell to insure they stay oriented the right direction the party heads towards the rising sun. After about another hour of travel the monotony of the plains is interrupted by a loud crashing noise, as if something very big just hit something else very large.

Perception 35 (-1 to DC for every 10 feet you advance or -5 if you fly at least 100 feet in the air to look ahead): Highlight to display spoiler: { Squinting against the sunlight you’re able to make out a large sailing ship several hundred yards ahead. It’s front is cracked and it’s tipped over in the grass. Some huge red thing seems to be attacking it, and small figures swarm about the toppled ship and cause ripples in the grass as they run about.}


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+40=42 ; d20+50=59 ;
Tuesday March 20th, 2018 8:17:29 AM

Tink takes point to scout for signs of trouble staying within 50ft of the party.

"Something is going on up ahead. That way. Of all things a sailing ship. It looks to be under attack. There's movement from other things as well. I can't tell what's hostile and what isn't" she relays over the link to the others.

Things getting attacked isn't that unusual. A ship in the middle of grassland. Ok, that's a new one. Perhaps this area used to be an ocean long ago?

----------------------------
Perception: 42 + See Below
Stealth: 59 + Hide in Plain Sight (if applicable) + Mind Blank + Pass Without Trace

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

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


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


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


Garret Goodbarrel [AC:48/42/41; +4 vs AOO HP: 232/232 Ki:11/17 CMD: 50 SR: 28]  d20+32=43 ;
Tuesday March 20th, 2018 11:57:29 AM

Garret spots the items ahead and says, "There's a big red thing attacking a ship. Red bad. Garret smash." He starts to fly forward, but makes sure the others are coming with him, or at least until someone says they have a better idea.

Sesha [AC 40 /23 To/37 Fl] | HP 146/129 | CMD 33] 
Tuesday March 20th, 2018 12:01:13 PM


Sesha exits her traveling smoke form, and advises her fellow dragons to do the same. "It takes a bit for this cloud form to wear off, keep that in mind." (Takes 5 rounds, so do it before combat begins!)

Transitioning to her broom, Sesha isn't so sure how to proceed exactly, so she casts Barkskin on herself and follows Garret, trying to get a better understanding of the situation.




------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)

------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

Ritual of Warding (+1 untyped bonus to AC and saves.)
Ritual of Healing (Roll d12's instead of d8's for healing spells.)
Ritual of Leeching (Can leech spells from allies in touch range as a move action. 18 / 18 spell levels remaining.)


Wyarr - Carl Subbing 
Tuesday March 20th, 2018 7:04:15 PM

Wyarr gets close-ish (about 150' out) to this ship thing folks are talking about, then starts turning back into his handsome self.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  d20+39=52 ;
Tuesday March 20th, 2018 7:07:34 PM

Restlin follows Wyarr, also turning back into his...well, his nondescript self.

"Big red thing, bunch of little things, looks like something for both of us, buddy." He elbows Wyarr in the ribs and grins.

Beriothian -- AC:38/18/36 HP: 231/231 CMD = 23  d20+32=51 ;
Tuesday March 20th, 2018 9:12:17 PM

Try to stay quiet, we don't want to give away our location before we are ready, Can anyone make out how many of those huge red things there are? And are those smaller things attacking or defending the ship? Perhaps they are Manfri, do they have white hair?

Perception = 51 (hopefully enough to determine the above questions)

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character  d20+21=36 ;
Tuesday March 20th, 2018 10:08:36 PM

Zane sees the wrecked ship in the distance, and the creatures fighting around or over it.
"You know Blazer looks like a regular ship, even though she can fly. I can't tell if if one side is defending the ship, or if both are fighting over the wreck to claim a prize.
I doubt It'll help, but I'm going Invis at least to start with. Shall we go ahead and see what's going on?"

All of a sudden Zane has an thought, "My eyesight id pretty good, but I can't see what the ships name is..... The First Wind, is a hell of a name for a ship......"

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Tuesday March 20th, 2018 11:53:14 PM

That tree is most likely made the wood of an old Druid Tree. We learned of the on our first visit to the Sargrass. The wood repels the grass, causing it to float above it. I believe docks in Hook City were used for these ships before the Great Migration, when Hook City rotated and the land masses shuffled around.

Actually, getting some of that wood might come in handy. For now though, lets get closer and see if we can help.


I follow Wyarr, stopping 150ft out, but stay 20ft to the of him.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday March 21st, 2018 6:40:11 AM

At Sesha's recommendation Tink starts the transformation make to her normal self.

DM Mitch  d20+18=35 ; d20+18=27 ; d20+18=33 ; d20+18=32 ; d20+18=36 ; d20+18=35 ; d20+18=36 ; d20+18=34 ; d20+18=21 ; d20+18=25 ; 2d4+9=12 ; 2d4+9=15 ; 2d4+9=13 ; 2d4+9=14 ; 2d4+9=17 ; 2d4+9=16 ; 2d4+9=14 ; 2d4+9=11 ; 2d4+9=13 ; 2d4+9=14 ; d8=8 ; d8=1 ; d8=8 ; d8=4 ; d4+9=11 ; d4+9=13 ; d4+9=11 ; d4+9=13 ; d4+9=11 ; d4+9=10 ; d4+9=13 ; d4+9=12 ; d4+9=12 ; d4+9=13 ; d20+18=35 ; d20+18=27 ; d20+18=38 ; d20+18=29 ; d20+18=36 ; d20+18=25 ; d20+18=21 ; d20+18=20 ; d20+18=38 ; d20+18=19 ; d4=1 ;
Wednesday March 21st, 2018 7:08:11 AM

Tink notes the fight going on ahead and wonders about how a sailing ship got into the middle of a plain.

Garett goes “Red bad, Garett smash” and advances, but makes sure he has backup.

Sesha advises everyone exit the cloud form, as it takes 5 rounds to do so. Uncertain of what lies ahead she casts barkskin on herself.

Wyarr moves forward, canceling his cloud form as he goes.

Restlin also changes back, telling Wyarr that there should be plenty of targets for both of them.

Beri advices quiet until they know what’s going on and are prepared to act. He inquires if anyone can make out details of the scene ahead.

Zane can’t tell which side is which, and goes invisible. It occurs to him that a ship named “The First Wind” might actually be what they’re looking for.

Bosk advances with Wyarr and tells everyone else what he knows of the ships that exist on the plain.

The party members who advance are able to get a much clearer view of the scene ahead.

The giant draws the eyes first. It’s a huge, vaguely humanoid figure seemingly carved out of corrupted crystal. Blood red and glinting in the sunlight, it’s entire body is covered in long, writhing red Bloodgrass. Although faceless and crude looking, it exudes power. Perception check 20 Highlight to display spoiler: { Several halflings are caught in the writhing grass. Some aren’t moving, but from the way the others clutch at their throat’s their clearly being strangled to death.}

The smaller figures resolve into two groups, about a dozen or more smaller red constructs and a large group of halflings fighting desperately against them.

The halflings mostly fight with slingstaffs, although a pair of females seem to be casters and are supporting their fellows. There are only about a dozen combatants; several small figures that seem to be children are being led by a group of other noncombatants, struggling to get inside the sideways doorway to the interior of the ship and, presumably, at least temporary safety. Perception 20 Highlight to display spoiler: {The fight is going very poorly for them. Several dead halflings are caught on the rigging or railings where they fell, and from the unmoving indents in the grass several more dead are hidden in the grasses.}

The other red constructs are mostly human sized. Rather than the thick bulk of the giant, these red crystal creatures are tall and gangly looking and the writhing grasses are only a few inches long rather than several feet. Each construct’s left arm is a giant, spiked tower shield from the elbow down. They seem to use them as both shield and weapon, holding them out in front of them to advance and slamming the spiked front into foes they catch.

There are also dozens of tiny constructs running around the battle. A short, sharp shard with three or four others stick out acting as short, jagged limbs. As you watch a large group swarms over an unfortunate halfling, grappling and stabbing all over. One gets his eye, and he falls screaming, the tiny constructs continuing to attack until he finally stops flailing.

We are starting combat. Everyone has had time to shift out of the travel form; I went ahead and simmed enough rounds for the hafllings and enemies to account for the opening rounds as you advanced/changed back.

Position tracker

For ease of everyone knowing who’s who, here are the names I’m calling all combatants:

Fighter Hafllings
Caster Hafllings
Crystalline Giant
Crystalline Shieldbearers
Crystalline Swarmers

The two caster halflings and 3 fighters have climbed onto the top of the ship (normally the side of it).

The remaining 7 halflings are spread out in a semi circle near the front of the ship, trying to hold off the other constructs while the civilians evacuate.

A pack of civilians are at the back of the ship, helping each other climb up and into the ship.

A single shieldbearer is up top, being held off by one of the three fighters

The remaining 15 shieldbearers are fighting the halfling front lines. For the moment they’re stymied, stacked up in front of the stubborn defenders, but they’ll soon either flank around or force through the line; there are too few defenders.

There are 7 packs of 8 crystal swarmers. One is currently finishing off a wounded halfling. One is grappling one of the halfling casters. The other 5 are hidden in the tall grass; undoubtedly they’ll make an appearance soon.

The crystal giant towers over the other combatants. It’s in front of the ship, out of melee range of the halflings even with ti’s reach.

The party is spread out between 150 feet from the combat at the closest to 300 feet at the farthest (depending on if you said you moved forward last post or not. If you didn't specify feel free to place yourself closer, up to 150 feet away.).

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 +17 temp HP (Spells) Luck Points: 10/22  d20+17=36 ; d20=16 ;
Wednesday March 21st, 2018 10:13:37 AM

"I'll handle the little ones!" cries Restlin.

He whips out one of his maximize rods and takes aim at...hmm. Wounded halfling? Caster? Caster. Wounded one's probably too far gone to save without immediate aid he can't provide.

The fireball streaks towards the swarm on the caster, blowing them up without hurting the halfling.

***

Move: Draw maximize rod
Standard: Selective, Maximized fireball at the swarm on the halfling caster. 60 damage (90 if it's an actual swarm). Reflex save DC 36 for half. The halfling is not affected.

AC is 32/23/29 this round. CMD is 36.

Reminder: Anyone within 40' of Restlin gets +2 to saves, skills, and attack rolls.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d4=2 ;
Wednesday March 21st, 2018 10:30:12 AM


Crystalline creatures. "Do you think they are afflicted by that same disease? Maybe this is the final stage? Either way, I'm not worth much here from a spell power perspective. The last encounter we had proved most of them immune to mind affecting spells, which removes a lot of my options."

She wasn't entirely ready to cripple herself yet. She wanted to know what the enemy was capable of first. She casts a pair of low level spells to help set the tone for combat.

Move: Advance forward, staying 100ft over the combatants.
Standard: Cast Spectral hand. Take 2 damage.
Swift: Cast Quickened Divine Shield.


------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 14 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 14 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 14 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 14 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 14 hours)
Barkskin (+5 natural armor bonus. 210 minutes remaining.)
Shield of Faith (+5 deflection bonus. 21 minutes remaining.)
Spectral Hand (Can deliver 4th level or less touch spells with +2 bonus up to 100ft away. AC 30, improved evasion. Ethereal. 21 minutes remaining.)

------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

Ritual of Warding (+1 untyped bonus to AC and saves.)
Ritual of Healing (Roll d12's instead of d8's for healing spells.)
Ritual of Leeching (Can leech spells from allies in touch range as a move action. 18 / 18 spell levels remaining.)


Wyarr - Carl subbing  d20+33=39 ; d20+33=34 ; d8+7=11 ; d6=3 ; d6=5 ; d6=5 ; d20+30=47 ; d20+25=38 ; d20+20=31 ; d8+7=11 ; d6=2 ; d6=2 ; d6=1 ; d8+7=10 ; d6=5 ; d6=5 ; d6=1 ; d6=3 ; d6=5 ; d6=5 ; d8+7=14 ;
Wednesday March 21st, 2018 10:33:09 AM

Wyarr draws his bow like a boss. The whole thing erupts in a bright yellow glow as he nocks the first of many arrows that all fire at the giant.

***

Eesh, so many dice.

Composite longbow is +5 shocking, freezing, and keen. Divine bond adds speed and flaming burst.

Attk1: Hit AC 41 for 11 +3 shock, 5 cold, and 5 fire = 23 damage
Attk2: Miss - Nat 1
Attk3: Hit AC 47 for 11 +2 shock, 2 cold, 1 fire = 16 damage
Attk3: Hit AC 38 for 10 +5 shock, 5 cold, 1 fire = 21 damage
Attk3: Hit AC 31 for 14 +3 shock, 5 cold, 5 fire = 27 damage

Those numbers seem lower than what Jon gets. If anyone seems me missing something, let me know.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Wednesday March 21st, 2018 1:24:06 PM

Zane pulls out a lesser extend rod and casts a Haste on everyone and as many of the summoned as are in range.
He'll then move towards the "fight"....

(Haste 22 rounds)

Garret Goodbarrel [AC:42/36/35; +4 vs AOO HP: 249/232 Ki:15/17 CMD: 48 SR: 28]  d20+33=42 ; 6d8+12=44 ;
Wednesday March 21st, 2018 2:31:34 PM

Seeing the battle joined, Garret gets ready to fly at the giant, but at the last moment spots the single shield bearer going one-on-one with the halfling fighter. Garret blinks away and appears directly behind the shield bearer and smacks him in the back of the head.

OOC:
Abundant step to flank the shield-bearer, attack hits AC 42, Damage: 44
Attack is magical, lawful, cold iron, silver, adamantine

DM Mitch  d20+26=37 ; d8+7=13 ; d6=5 ; d6=4 ; d6=2 ;
Wednesday March 21st, 2018 7:49:41 PM

(@ Carl: You forgot to add his various feats to the damage calculation. -7 total to hit, +10 damage, the first attack hits twice (but the second hit doesn't get the +10), and he gets an extra attack on top (at full bonus!) of his hasted attack. His actual numbers should be....

Attk1: Hit AC 34 for 11 +3 shock, 5 cold, and 5 fire x 2(Feat) +10 (Feat)= 56 damage
Attk2: Miss - Nat 1
Attk3: Hit AC 40 for 11 +2 shock, 2 cold, 1 fire +10 feat = 26 damage
Attk4: Hit AC 31 for 10 +5 shock, 5 cold, 1 fire +10 feat = 31 damage
Attk5: Hit AC 24 for 14 +3 shock, 5 cold, 5 fire +10 feat = 37 damage
Attk6 Hit AC 37 for 13 + 5 shock, 4 cold, 2 fire +10 feat = 34 damage

His numbers really puzzled me when I first started Dming Hook so I made sure to figure out where they were all coming from.)

EDIT: actually he didn't have haste until Zane acted right after him. Still I already subtracted the HP so I'm going to be lazy and leave it :P)

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Wednesday March 21st, 2018 9:25:23 PM

The druid surveys the scene and smiles when he sees the constructs fighting style. This is similar to the fight they had when they were in that magical realm Maab sent them to.

I hope are ready to make use of that windwalk. Get ready to snatch up any halflings that start floating away, I have just the spell to start this off!

The druid casts Reverse gravity, entrapping the constructs but being careful to not catch the halflings that are alongside the ship. He also does his best to avoid catching any halfling currently holding off the constructs as well as any party members that are running in (conveying the spells location to them via their ring link as they run in). With 180 square feet he should be cover the majority of the combat zone, with luck including some of the hidden attackers, but should the are fall short the druid will prioritize the most powerful attackers first (I assume the largest, but the druid will base it off of what he saw during the last 5 rounds)

He then advances with the others, staying a littler farther back floating higher into the air to make sure he is out of melee range of any creatures. He also makes sure to stagger his position with the others to make it hard to target him and another person with a single attack, and to make sure he maintains a clear line of sight.

Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

***Active spells***
Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d20+16=25 ;
Wednesday March 21st, 2018 10:59:42 PM

Quickly I run towards all those that are being strangled or that my deathwatch tells me are unconscious, but still alive, and yell at them. Grab onto me and I will get you out the the grass's grasp! I then touch all those unconscious and push aside the material plane, throwing us all into the Shadow realm (We are now ethereal, and I can bring 7 people with me, more if halflings count as half a person).

Are you all all right? What happened? Wat do we need to know? I temporarily moved us to the Shadowlands. Stick with me. We will need to pull back and I will return you once we are out of the reach of that grass.

Anything I learn I will relay to the others via the ring.

Darkwalk (SU): The grim can partly or completely enter the Realm of Shadow, for a duration of one minute per level per day...must make a DC 10 check, adjusted up by +2 for every person that the grim brings along, using either their Concentration Check...Only willing people can be brought along, and only if they are all holding hands; those with the grim must make a Will save vs DC 20 or take 1d6 points of temporary Con damage as they enter the Realm of Shadows. Those accompanying the grim automatically return to the Wold when the grim does.

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

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday March 21st, 2018 11:00:52 PM

ooc: I meant to say grab onto me or hold each others hands and form a chain

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Thursday March 22nd, 2018 5:08:19 AM

Halflings? Tink is a big angered that halflings are being attacked. She doesn't pause to consider that they may be evil. Of course there would be time to work that out afterwards. Hopefully.

There is a bit of a face-palm moment though. On preparing spells for this day Tink had swapped out one of her staple spells: Shatter. Would have been handy right about now.

"We're here to help. I'm going to try and protect you with something"

Tink casts a Wall of Stone spell to try and separate the civilians from the fight

------------------
Cast Wall of Stone: 20 x 5ft cubes of stone. Tink will make the wall 10ft high and 50ft across, shaped to separate the civilians from the battle

DM Mitch  d20+38=44 ; 4d8+6=27 ; 41d20+22=417 ; d20+22=23 ; d20+22=30 ; d20+22=31 ; d20+22=28 ; d20+18=24 ; d20+18=20 ; d20+18=35 ; d20+18=24 ; d20+13=32 ; d20+13=20 ; d20+13=18 ; d20+13=32 ; d4+9=13 ; d4+9=13 ; d4+9=11 ; d20+11=21 ; d20+11=30 ; d10+5=15 ; d20+36=43 ; d6=4 ; d6=2 ; d20+18=24 ; d20+18=30 ; d20+18=23 ; d20+18=28 ; d20+18=32 ; d20+18=26 ; d20+18=19 ; d20+18=36 ; d20+18=35 ; d20+18=36 ; d20+18=36 ; d20+18=35 ; d20+18=35 ; d20+18=21 ; d20+13=25 ; d20+13=24 ; d4+9=12 ; d4+9=10 ; d4+9=12 ; d4+9=10 ; d4+9=11 ; d4+9=12 ; d4+9=12 ; d4+9=11 ; d4+9=12 ; d20=15 ; d20=1 ; d20=8 ; 2d8+9=24 ; 2d8+9=13 ; d8=6 ; d8=2 ; d20+9=12 ; d20+9=17 ;
Thursday March 22nd, 2018 7:21:02 AM

Restlin’s fireball obliterates the swarmlings but somehow leaves the Halfling caster untouched. She stares at herself in amazement. (Fun fact: they all had 1 hp remaining XD)

Sesha speculates that the creatures may be infected by some disease before opening the combat with pair of fast buff spells.

Wyarr unleashes his mighty bow on the giant. Unfortunately only about half the arrows pierce it’s thick hide (it has AC of 36)

Zane Hastes the party.

Garret flies forward and smacks the shieldbearer on top of the ship in the back of the… well it doesn't really have a head, just a pointy spot near the top of it’s head.

Beri casts reverse gravity covering a large area in front of the halflings. It catches all but 3 of the shieldbearers, two clumps of shardlings, and the giant. They all end up 160 feet into the air.

Bosk flies to the crystaline giant and grabs ahold of the two still living halflings trapped in the bloodgrass growing all over it. Neither makes their save, and one is weakened enough that the con damage causes him to collapse as soon as the three enter the shadow realm.

Tink has a facepalm moment as she realizes she didn’t prepare Shatter today, and it would have been very useful for this fight. Still, she is angered by Halflings being attack and she quickly creates a wall of stone to protect the civilians.

Two of the fighters up top whirl their slingstaff’s furiously, slamming into the shieldbearer Garett has injured and distracted. Their blows snap it’s main body in half, sending it crashing to the ground in a heap. They’re victory cries are cut short when it suddenly glows with power and explodes, sending sharp shards into them and Garett for 15 damage (Reflex DC 23 for half).

The shards of the just exploded shieldbearer get up and climb all over Garret, trying to grapple him, but he is able to shake them off.

The third fires a couple bullets at the swarmers all over Garett, knocking two of them off him. They also explode into tiny splinters, doing 4 damage and 2 damage, reflex save 19 for half. Fortunately those splinters do not get up and attack.

The halflings on the ground give a cheer at the sudden magical assistance. Taking the chance to regroup, they flank the remaining three shieldbearers and give them what-for. Although they manage to damage all three fairly well, none of them go down.

Of of the two Halfling seers, a gray-haired old matron, looks out at the dragons. ”Take heart my children!’ she calls out, ”Our salvation has arrived! For the Greatbarrels!”

”FOR THE GREATBARRELS!” all the other halflings thunder in reply, and they suddenly seem to fight with far more vigor. Even Garett can feel the energy! (She unleashed Battlecry. All nearby halflings and Garett gain +1 morale bonus to attack rolls, skill checks, and saves)

The other Oracle stares down at herself, shocked that she was engulfed in flame but untouched by it. With a shake of her head to refocus on the fight she touches the matron, apparently casting some kind of buff.

The civilians continue to try to get inside the ship. One of the older girls is in the doorway and the others are passing up the small children to her. At their current rate it should take 3 rounds for them to all reach safety.

As the giant floats up it tears off a handful of jagged shards off of itself before hurling them at Wyarr for 22 damage. The projectiles immediately get up, clamber up him and attempt to grapple! Fortunately he’s able to shake them off. This time.

The shieldbearers trapped in the air lock their shields together, forming a circle of shields to protect each other and the tiny swarmers also caught by the spell. The giant is to big for their wall to protect however.

The remaining three shieldbearers shield bash the halflings surrounding them, doing some damage and causing them to bleed.

The swarmlings not caught in the gravity climb up the halfling defenders, grabbing at limbs and inhibiting their movements. Overall there seems to be 4 sets of 8 all over 4 different halflings.

Position tracker:

3 halflings, Garett, and 6 swarmers are on top of the ship.

12 crystalline constructs are floating in the air, along with 2 packs of 8 swarmers and the giant.

4 other packs of swarmers are attacking the halflings, as are three shieldbearers

One pack of swarmers is on Wyarr, though they have currently failed to grapple him.


DM Mitch 
Thursday March 22nd, 2018 7:28:18 AM

HP tracker:

Crystalline Giant: 120 damage

Crystalline Shieldbearer 1: DEAD
Crystalline Shieldbearer 2: 52 damage
Crystalline Shieldbearer 3: 55 damage
Crystalline Shieldbearer 4: 50 damage
Crystalline Shieldbearer 5: 39 damage
Crystalline Shieldbearer 6: 0 damage
Crystalline Shieldbearer 7: 0 damage
Crystalline Shieldbearer 8: 0 damage
Crystalline Shieldbearer 9: 0 damage
Crystalline Shieldbearer 10: 0 damage
Crystalline Shieldbearer 11: 0 damage
Crystalline Shieldbearer 12: 0 damage
Crystalline Shieldbearer 13: 0 damage
Crystalline Shieldbearer 14: 34 damage
Crystalline Shieldbearer 15: 34 damage
Crystalline Shieldbearer 16: 34 damage

Crystalline Swarmers 1: DEAD
Crystalline Swarmers 2: DEAD
Crystalline Swarmers 3:8/8 left
Crystalline Swarmers 4: 8/8 left
Crystalline Swarmers 5: 8/8 left
Crystalline Swarmers 6: 8/8 left
Crystalline Swarmers 7: 8/8 left
Crystalline Swarmers 8: 8/8 left
Crystalline Swarmers 9: 6/8 left
Crystalline Swarmers 10: 8/8 left

Halflings

Gopher Greatbarrel: 0 damage
Greta Greatbarrel: 0 damage
Slinger 1: 15 damage
Slinger 2: 7 damage
Slinger 3: 0 damage
Slinger 4: 30 damage, bleeding
Slinger 5: 15 damage, bleeding
Slinger 6: 0 damage(Grappled)
Slinger 7: 0 damage(Grappled)
Slinger 8: 0 damage(Grappled)
Slinger 9: 0 damage(Grappled)
Seer: 0 damage



Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Thursday March 22nd, 2018 8:58:34 AM

I quickly look at the collapses halfling to determine if he is dead out merely unconscious. (If unconscious I will be using a cure spell to revive him. Also, did they have any update on what happened!

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  10d6=37 ; d20+17=19 ; d20=16 ;
Thursday March 22nd, 2018 10:05:22 AM

"Greatbarrel? Maybe they're Garret's long-lost, but superior, family. As if anything could be better than our dragon wrestler..."

He casually chucks a glowing red ball over at Wyarr, where it explodes into fire all around the paladin without hurting him.

***

Move: Hover - Fly is autopass
Standard: Selective fireball on Wyarr. 37 damage, reflex DC 19 for half.

AC is 32/23/29. CMD is 36.

Current effects: See invisible, freedom of movement

Restlin is flying about 60' off the ground.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:15/17 CMD: 48 SR: 28]  d20+25=45 ; d20+25=36 ; d20+25=40 ; d20+37=55 ; d20+37=45 ; d20+32=35 ; d20+32=52 ; d20+27=36 ; d20+27=44 ; d20+22=40 ; 2d8+17=25 ; 2d8+17=24 ; 2d8+17=30 ; 2d8+17=24 ; 2d8+17=21 ; 2d8+17=29 ; 2d8+17=24 ;
Thursday March 22nd, 2018 11:54:59 AM

Garret looks surprised when the shieldbearer explodes. He calls out over the ring, “Hey, these shield things explode when they die, so be careful!” When the splinters explodes, Garret flicks the tiny bits away with his hands, watching them carefully to ensure those don’t get back up again, too.

When the matron cries out “For the Greatbarrels,” Garret starts to say, “But wait, it’s Good… ohhhh! Yes, for the Greatbarrels!” With the swarmers still on him, Garret flies just a little bit away (a couple feet) so that when the slivers explode, they won’t hit the halflings. Then he starts slapping them, pulling them off him and crushing them in his hands.

OOC:
Reflex vs explosion (DC23): 45, Improved evasion = no damage
Reflex vs tiny splinters x2 (DC19): 36, 40, improved evasion = no damage
I’m not sure on attacking the swarmers, but I’m guessing Garret can flurry on them and attack each on with a hit to get rid of individual swarmers? And are they immune to criticals because they’re a swarm?
If so, hit AC/Dam: 55/25 45/24 35/30 52/24 36/21 44/29 40/24

Note: Garret does have a ring of freedom of movement, so cannot be grappled.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear


Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 186/268, Blindsense 60' Character 
Thursday March 22nd, 2018 3:31:58 PM

Zane starts out flying, but seeing the ones trying to get into some protection, by using the ship, he moves/double moves to put himself between those seeking cover and whatever might attack them.
He'll stay 5' above the ground, and use his bodyguard feat to intercept whatever.....

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d3=1 ;
Thursday March 22nd, 2018 9:29:48 PM

Not bad... let's see about catching those stragglers, and possible preventing those shards from hitting anyone.
The druid proceeds to summon a whirlwind 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall, placing it on top of a free shield bearer. (Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed)

Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

***Active spells***
reverse gravity- 17 rounds
whirlwind- 18 rounds
Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste


Wyarr - Carl subbing  d20+29=47 ; d20+29=38 ; d20+29=32 ; d20+29=34 ; d20+24=35 ; d20+19=29 ; d20+15=28 ; d8+7=9 ; d6=6 ; d6=5 ; d6=3 ; d8+17=18 ; d6=4 ; d6=3 ; d6=4 ; d8+17=18 ; d6=3 ; d6=3 ; d6=3 ; d8+17=19 ; d6=6 ; d6=5 ; d6=5 ; d8+17=24 ; d6=5 ; d6=4 ; d6=3 ; d8+17=23 ; d6=1 ; d6=2 ; d6=4 ; d8+17=21 ; d6=3 ; d6=5 ; d6=4 ;
Thursday March 22nd, 2018 9:55:01 PM

"Seems like the bigger things become a bunch of smaller things when they die. I'm gonna start in the middle..."

***

Move: Hover 60' off ground near Restlin - fly check autopass

Standard attacks start w/ Shieldbearer 2 and move on down the list as they drop.

Multishot - Hit 47 19+6shock+5ice+3fire = 33 damage + 18 +3shock+3ice+3fire = 60 damage
Rapid - Hit 38 19 +4shock+3ice+3fire = 29 damage
Haste - Hit 32 19 +6shock+5ice+5fire = 30 damage
Attk 2 - Hit 33 24 +5shock+4ice+3fire = 36 damage
Attk 3 - Hit 35 23 + 1shock+2ice+4fire = 30 damage
Attk 4 - 29 21 + 3 shock+5ice+4fire = 33 damage



Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d6=6 ; d20=14 ; d6=3 ;
Thursday March 22nd, 2018 10:07:12 PM

Gargul, bless these little ones, and allow them to live another day. I pray as their wounds begin to knit together and heal (channel energy for dmg).

I begin moving the halflings out of harms way. Quickly, lets get you to safety, and then I must rejoin the others. What happened that led us to finding you like this?

Actions
Channel energy for 9hp
Move wit halflings to safety



[DM Hugh] Record keeping post  d6=3 ; d6=1 ; d6=6 ; d6=3 ; d6=3 ; d6=2 ; d6=6 ; d6=5 ; d6=3 ; d6=5 ; d6=1 ; d6=2 ; d6=3 ; d6=2 ; d6=5 ; d6=5 ; d6=5 ; d20+11=25 ; d20+11=13 ; d20+11=26 ; d20+11=15 ; 3d6=11 ; d20+22=28 ; d20+22=35 ; d20+22=24 ; d6+8=11 ; d6+8=14 ; d6+8=9 ; d20+18=30 ; d20+18=36 ; d20+18=25 ; d20+13=33 ; d20+13=15 ; d20+13=16 ; d20+13=18 ; d4+9=11 ; d4+9=11 ; d4+9=11 ; d4+9=10 ; d20+14=16 ; d20+14=26 ; d20+14=16 ; d20+14=24 ; 3d8+10=26 ; 3d8+10=30 ;
Friday March 23rd, 2018 1:01:23 AM

(OOC: I'm back and helping adjudicate the battle; Mitch will finish the post in the morning so please finish posting b4 then)

DM Mitch  d20+25=39 ; d20+25=41 ; d20+25=41 ; 2d8+9=15 ; d20+23=37 ; d20+23=30 ; 2d8+9=18 ; d20+38=41 ; 4d8+6=26 ; d6=2 ; d6=4 ; d6=1 ; d6=5 ; d6=1 ; d6=4 ; 10d6=32 ; d20+23=34 ; d20+23=40 ; d20+23=36 ; 2d8+9=23 ; 2d8+9=14 ; 2d8+9=21 ; d8=1 ; 10d6=36 ; 10d6=30 ; 10d6=41 ; 10d6=34 ; 10d6=27 ; 10d6=26 ; 10d6=26 ; 10d6=41 ; 10d6=40 ; 10d6=28 ; 2d6=2 ; d4=4 ; d4=2 ; d20+36=47 ;
Friday March 23rd, 2018 7:21:46 AM

Bosk uses energy channeling on the halflings he saved asking them what happened.

Restlin speculates on the nature of the Greatbarrels before hurling another selective fireball towards Wyaar. The swarm threatening Wyaar all die fiery deaths and the energy powering them explodes. (Wyaar has to make 10 DC 19 reflex saves taking 3, 1, 6, 3, 3, 2, 6, 5, 3, 5 in that order on any failed save or half on success)

Garret starts to reply to the Matron by saying, “but its the Good…” before agreeing on the Greatbarrels. He takes the things swarming him into the air and starts flurrying to rid himself of the pests. He destroys six of them and they all explode (6 DC 19 reflex saves or take 1 , 2 , 3 , 2, 5, 5)

Zane stays close to the ground preparing to intercept any threats and protect the halflings at the cost of his own body.

Beri summons a whirlwind with his spell to his surprise the medium shield bearer is unaffected by the storm but 2 of the halflings engaged with the shield bearer are sucked up by the powerful winds taking 11 damage.
(Know[arcana]: 32 Highlight to display spoiler: { These golems are immune to any magic that allows spell resistance save for a few examples. (OOC: Roll 1d8 on a roll of 8 roll 2 more d8s; no duplicates and I’ll give you some of the spells that can effect it) }

Wyaar starts shooting arrows moving down the line starting with shield bearer 2. His multi shot and rapid shot destroy it causing it to explode and leave behind a new pack of shardlings. He continues to Shield Bearer 3 finishing it off with 3 more arrows which causes another explosion leaving a new pack of shardlings and lastly a single arrow strikes Shield Bearer 4 doing not enough damage to kill it. (Know[arcana] : 27 Highlight to display spoiler: {The viney nature of these creatures seem to suggest that a slashing weapon is needed in addition to being +5 or adamantium to overcome the damage reduction these things have}

The 3 halflings on the boat fire a volley from their sling staffs at the nearest shield bearer doing minimal damage. Gopher and the other halflings engaged with the shield bearers continue to bear down with their staves also doing minimal damage. The 4 slingers tangling with the grapply things try to break free. 2 succeed and 2 fail.

Greta and the other oracles use their healing on the bleeding halflings.

Bosk’s healing does the trick, and the unconscious halfling groans and stirs. The other one had been gasping for breath for the last several seconds, and now he seems finally recovered enough to answer Bosk’s questions.

”I don’t know, we were just sailing along when suddenly the pilot gets hit by something and plows us into the ground as he goes down. Then that thing shows up, scoops me off the front of the ship where I’m holding on for dear life, and starts throttling me.

Gopher or Greta should be able to tell you more, they lead our clan.”


A ripple seems to go through the small army of constructs. All 10 remaining shieldbearers lower their shields in unison and point with their tiny arms at Zane and one of the halflings. Zane suddenly has a splitting headache, like his brains are trying to explode out of his skull (take 41, 34, 27, 26, 41, 40, 28, and 26 damage; Fortitude save 17 for half (so 8 d20’s, only fail on nat 1. Don’t roll 8 Nat 1s).

The unfortunate halfling that is also targeted clutches his head screaming before it’s head DOES explode, scattering gore all over the place and doing 2 damage to Beri and a couple nearby halflings (Refex vs DC 17 for half).

The Crystalline Giant grabs one of the shieldbearers floating nearby. With a calculated motion it spins in the anti-gravity area to face directly upwards. Catching sight of Sesha, it hurls the shieldbearer at her. The pseudo-living missile holds it’s shield out and crashes into her, dealing 26 damage to her and inflicting 1d8 bleed. The impact is more than enough to send her tumbling from the broom, but if she’s quick (Reflex DC 30) she may grab back onto it and save herself from a nasty fall.

Regardless of if she catches herself, the one armed construct is incapable of grabbing hold of her and plummets to the ground, impacting with far too much speed for the reverse gravity to stop it. Battered but intact, it floats back up to bob 10 feet in the air.

The three constructs on the ground do nothing anywhere near as exciting as the others, merely shield bashing the surrounding halflings.

The shardlings still attached to halflings maintain their hold, then stab furiously at them. The other two run up the side of the boat, stabbing their tiny limbs into the wood to get purchase, and attack the oracles. The matron is protected by the buff cast earlier, but the other seer is grappled by them.

The pack that came out of the shieldbearer the halflings killed rush past the grappled halflings and leap at Zane. Clambering up him with incredible swiftness they tangle in his limbs and somehow manage to grapple the large taur, restricting his movements.

The four or so packs trapped in the Reverse Gravity spin and dance in the air uncontrollable, flailing their tiny little limbs. It’s almost cute.

The sun sparkles off the constructs. Anyone within 30 feet of any shieldbearer or the giant that has looked at them for at least 1 round must make a fortitude save vs DC 16 or be dazzled.


DM Mitch  d8=3 ;
Friday March 23rd, 2018 7:32:40 AM

HP tracker:

Crystalline Giant: 120 damage (Trapped in reverse gravity)

Crystalline Shieldbearer 1: DEAD
Crystalline Shieldbearer 2: DEAD
Crystalline Shieldbearer 3: DEAD
Crystalline Shieldbearer 4: 79 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 5: 44 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 6: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 7: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 8: 32 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 9: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 10: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 11: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 12: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 13: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 14: 35 damage
Crystalline Shieldbearer 15: 35 damage
Crystalline Shieldbearer 16: 35 damage

Crystalline Swarmers 1: DEAD
Crystalline Swarmers 2: DEAD
Crystalline Swarmers 3:8/8 left (Trapped in reverse gravity)
Crystalline Swarmers 4: 8/8 left (Trapped in Reverse Gravity)
Crystalline Swarmers 5: 8/8 left
Crystalline Swarmers 6: 8/8 left
Crystalline Swarmers 7: 8/8 left
Crystalline Swarmers 8: 8/8 left
Crystalline Swarmers 9: DEAD
Crystalline Swarmers 10: 8/8 DEAD
Crystalline Swarmers 11: 8/8 (Trapped in reverse gravity)
Crystalline Swarmers 12: 8/8 (Trapped in reverse gravity)

Halflings

Gopher Greatbarrel: 11 damage (Trapped in whirlwind)
Greta Greatbarrel: 0 damage
Slinger 1: 15 damage
Slinger 2: 7 damage
Slinger 3: 0 damage
Slinger 4: DEAD
Slinger 5: 15 damage (Grappled)
Slinger 6: 25 damage
Slinger 7: 12 damage (Grappled)
Slinger 8: 0 damage
Slinger 9: 0 damage
Seer: 0 damage (Grappled)

Wyarr - Carl subbing - 19 damage - AC 37/21/30 CMD +42  d20=20 ; d20=20 ; d20=20 ; d20=19 ; d20=17 ; d20=7 ; d20=5 ; d20=20 ; d20=6 ; d20=6 ; d20+29=38 ; d20+29=31 ; d20+29=38 ; d20+29=49 ; d20+29=41 ; d20+29=30 ; d20+29=33 ; d8+7=15 ; d8+7=13 ; d6=6 ; d6=4 ; d20=4 ; d6=4 ; d6=4 ; d6=2 ; d6=3 ; d8+7=15 ; d6=5 ; d6=3 ; d6=5 ; d8+17=20 ; d6=3 ; d6=4 ; d6=1 ; d8+17=23 ; d6=1 ; d6=5 ; d6=6 ; d8+17=25 ; d6=5 ; d6=1 ; d6=4 ; d8+17=22 ; d6=3 ; d6=5 ; d6=5 ;
Friday March 23rd, 2018 10:21:32 AM

Look at those rolls. I just wasted 4 D20s, including 3 in a row, on reflex saves Jon could only fail on a Nat1. That's ridiculous.

***

The constructs seem to be resistant to his arrows, but they're still the best source of damage he has. He continues unloading on them. Starting at 4 & going down the list.

Attk1 w/ Multishot: Hit AC 38 - 25+23+6+4+4+4+2+3 = 61 damage
Rapid shot: Hit AC 31 - 25+5+3+5 = 38 damage
Haste: Hit AC 38 - 20 + 3+4+1 = 28 damage
Attk2: Nat20 - 23 + 1+5+6 = 35 damage
Attk3: Hit AC41 - 25 + 5+1+4 = 35 damage
Attk4: Hit AC30 - 22+3+5+5 = 35 damage

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 11/22  10d6=37 ; d20+16=36 ; d20=3 ;
Friday March 23rd, 2018 10:26:55 AM

Restlin follows up Wyarr's arrows with another fireball, catching as many of the little shards in the explosion as he can.

No map, so I leave that to DM's discretion.

***

Move: Hover - Autopass
Standard: Fireball into all those shards floating in Tink's reverse gravity spell. 37 damage, Reflex DC 36 for half.

AC is 19/10/16 this round. CMD 23.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 247/232 Ki:15/17 CMD: 48 SR: 28]  d20+25=29 ; d20+25=31 ; d20+25=39 ; d20+25=35 ; d20+25=45 ; d20+25=26 ; d20+39=59 ; 6d8+17=46 ;
Friday March 23rd, 2018 11:33:13 AM

Garret squishes the splinters and tosses the remains. The last one slices him a bit in the fingers as he crushes it. When they are all gone, he looks around at the massive battlefield. Garret spots a shieldbearer nearby in combat with the halflings and dives into the rear section of it feet first.

OOC:
Reflex vs tiny splinters x6 (DC19): 29, 31, 39, 35, 45, 26: improved evasion = no damage; last one fail (natural one), improved evasion = half damage = 2.
Charge attack nearest shieldbearer: Hit AC 59 (nat 20), damage: 46
(magical, lawful, cold iron, silver, adamantine)

Note: Garret does have a ring of freedom of movement, so cannot be grappled.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear


Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d8=6 ; d4+1=3 ; d20+19=33 ; d8+5=10 ;
Friday March 23rd, 2018 12:23:28 PM


With a grunt, Sesha watches her broom leave her hand. She snatches it quickly before it can float to the ground. She rights herself and looks at the jagged rip in her side.

Blood falls easily from the wound.

"No fun."

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

Without many ways to affect the enemy, casts Time Stop and prepares herself for what comes next. (3 rounds)

Round 1: Sesha casts quickened cure light wounds, healing her damage and stopping bleeding. She then starts casting Greater Immortal Summons.
Round 2: Sesha's summon arrives. She moves within touch range of Zane, and casts Bloodwitch Lore.
Round 3: Sesha starts casting Lesser Immortal Summons.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 37/268, Blindsense 60' Character  d20=18 ; d20=19 ; d20=16 ; d20=18 ; d20=10 ; d20=1 ; d20=2 ; d20=15 ; 11d6+11=39 ;
Friday March 23rd, 2018 3:30:48 PM

Zane takes a load of damage, (failing 1 save) As his head tries to explode, he is a bit distracted, abd stuff tries to crawl all over him, but with the Water Vest on, he does a quick shake and they all fall off of him. (freedom of movement from the magic vest)

Over the rings, "Kill those Shield Bearers, NOW!. Oh, and I've got a splitting head ache, another attack like that, and I'll find out on my own if Gargul is still in charge."

Zane unleashes a lightning breath at the group of shield bearers that just tried to kill him. 39 damage DC 19 Ref for half.

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33] 
Friday March 23rd, 2018 4:07:05 PM


*Hero Point*

Sesha casts Heal on Zane.

"Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level."

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+24=44 ; d20+24=38 ; d8=1 ; d8=2 ; d8=3 ; d20+32=44 ; d20+32=43 ; d20+32=40 ; d20+32=45 ; d20+32=43 ; d20+32=37 ; d20+32=45 ; d20+32=47 ; d20+32=44 ; d20+32=51 ;
Friday March 23rd, 2018 7:18:13 PM

OOC: Sorry, the change in posting time has thrown me. I'll adjust next week :)

"These golems are immune to most magic" she relays over the link "And slashing weapons work best!"

There are only 7 enemies left that aren't in the reverse gravity field, yet it's those floaters those seem to be the biggest threat right about now.

Tink believes the shieldbearers have used some spell or spell-like ability due to the arm pointing. Based on her findings she either casts a Wall of Force or a Stinking Cloud

=================
Knowl Arcana vs DC32: 44 = Pass
Knowl Arcana vs DC26: 38 = Pass

Spellcraft check to ID spell as it is cast (ie: the head burst attack used by the shieldbearers). DC=15+SpellLvl. Tink rolls 10 x +32 rolls. Best: 51.

If she determines that it IS a gaze attack, she casts Stinking Cloud. She doesn't expect to make them sick or anything but does intend to obscure their sight of the group

If she determines it is NOT a gaze attack, she casts a wall of force between the shield bearers and the friendlies. She wants to block their ability to as much of the battlefield as possible, so is prepared to even angle it - such as in a SE direction - to achieve this. Tink can make 20x10ft blocks.


Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23  d8=7 ; d8=5 ; d8=4 ; d20+16=27 ;
Friday March 23rd, 2018 9:54:13 PM

No, no, no... I wanted the big guy! And how did that front halfling get caught up in the whirlwind? Wait, maybe it's just Gopher Greatbarre caught in it... doesn't matter, I'm setting down and getting this whirlwind out of here! and what's that red...!
The druid moves away in time just to dodge the majority of the gore. He can only assume that this stuff got slingshot a long distance from his whirlwind as he is nowhere near the halfings.
Beri moves the whirlwind, careful not to hit any more halflings, but does try to hit a few swarmers on the off chance they are less resilient.

He then proceeds to summon a storm giant.

reflex save = 27
d8 spell rolls, no duplicates (d8=7 ; d8=5 ; d8=4 )

Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

***Active spells***
reverse gravity- 17 rounds
whirlwind- 18 rounds
Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Sunday March 25th, 2018 8:01:11 PM

Quickly I drop the halflings off in a safe location and move closer to the battle. Seeing Zane having taken so much damage I stand next to before ending my darkwalk (I am assuming ending this SU is a standard action), and both myself and the halflings in their safe location return to the physical plane.

I have a healing scroll should we need it, but lets try to keep the injuries to a minimum.

Highlight to display spoiler: {Blink
Blur
Scarab of protection
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.
resist energy - fire
protection from energy - acid
resist energy - acid (from Sesha)

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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

[DM Hugh] Record keeping post  3d6=9 ; 5d8+10=22 ; d20+6=9 ; d20+1=10 ; d20+1=21 ;
Sunday March 25th, 2018 8:55:39 PM

record keeping

DM Mitch  10d6=32 ; 10d6=33 ; 10d6=36 ; 10d6=42 ; 10d6=24 ; 10d6=43 ; 10d6=40 ; d20+11=28 ; d20+11=18 ; d6=6 ; d6=3 ; d6=5 ; d6=1 ; d6=4 ; d6=2 ; d6=2 ; d6=1 ; d6=2 ; d6=4 ; d6=4 ; d6=4 ; d6=1 ; d6=4 ; 4d8+6=22 ; d20+18=25 ; d20+18=34 ; d20+18=30 ; d20+18=24 ; d20+13=19 ; d20+13=14 ; d4+9=11 ; d4+9=12 ; d4+9=13 ; d4+9=12 ; d4+9=12 ; d20+22=27 ; d20+22=39 ; d20+22=33 ; d20+22=32 ; d20+22=37 ; d20+22=42 ; d20+22=34 ; d6+8=10 ; d6+8=9 ; d6+8=10 ; d6+8=9 ; d6+8=10 ; 2d6+8=15 ; d4=4 ; d20=12 ;
Monday March 26th, 2018 7:05:53 AM

Wyarr kills another two shieldbearers caught in the anti-gravity and damages a third.

Restlin manages to catch all 4 packs of shardlings that spawned from the shieldbearer’s death and the original shardlings that were caught for 6 packs killed in total (48 kills!)

Garett jumps down from the ship to aide his halfling brethren and attacks the closest shieldbearer.

Sesha time stops, casts a few summons, and moves down to buff Zane. Upon realizing how injured he is, she also heals him a large amount.

Zane finds himself very close to dying and calls out to the party to kill the shieldbearers quickly. Suiting actions to words, he hits them with a lightning bolt, but their magic immunity means the spell does nothing.

Tink tries to figure out if the creatures are unleashing spells or a gaze attack, and if a spell what the spell is. It’s quickly apparent she can eliminate gaze attacks; the constructs don’t even have faces, much less eyes to gaze at anyone with. From her knowledge of arcana and her own observations it becomes clear that these creatures are using psychic magic, specifically Explode Head. How magical constructs with no mind are capable of casting mental magic is beyond her however.

Furthermore, these constructs are using tactics way too advanced for mindless automatons. Normally they can only follow simple orders like “Kill anything living that enters this space”. These ones are focus firing, and that giant one tried to knock Sesha out of the air. Someone must be giving them orders.

Finally, she can deduce that despite their magic immunity they should be vulnerable to Shatter spells and keen edge can enhance the lethality of their natural attacks as if they were slashing weapons. There might be other spells that can affect them but she can’t determine what they are.

With the above knowledge gleaned she casts a Wall of Force to block their spells. Blocking their view with a fog cloud would do nothing, so she creates a wall of force erecting a barrier in front of 4 of the floating shieldbearers, preventing them from being able to effect creatures behind the wall with spells.

Beri drops the poor halflings he scoped up and summons a storm giant.

Bosk also deposits his halflings in an area of relative safety before moving closer to Zane and ending his supernatural ability on himself and the halflings. He offers to heal Zane next round.

The ungrappled halflings make their attacks, doing scratch damage to the constructs. At this point they’ve long realized they’re own efforts won’t win this battle, but they can stall the enemy until their unexpected allies can clear out the enemy. So they gamely fight on, fighting defensively and trying to hold the line.

Greta partially falls from the ship taking 9 damage and hurriedly moving to the side of her slain family member. She casts a spell a spell (Knowledge[arcane] 20 : Highlight to display spoiler: {breathe of life}). The magic in the spell magically allows his exploded head to grow back and he blinks his eyes as he returns to the land of the living.

The other oracle is completely swarmed by the shardlings but she still tries to feebly stab at them with her dagger but their small size makes them hard to hit, she cries out, “Help me I’m being overrun!”

All of the halfling civilians finally make it into the ship. One particularly curious fellow perches in the sideways window to watch the combat.

Shieldbearers 6-13 are still floating in the air. All of them immediately swap targets to the healer, Sesha; 4 of their spells are blocked by the invisible wall of force that is now between them and their target, but still leaves half of them trying to make Sesha’s brains boil out of her skull. Make a DC 17 fort save for half, damage is 32, 33 36, and 42. (Don’t roll 1s if you can help it and you’ll be fine; mind blank +8 bonus applies to this save) If you were to become disabled or dying from the damage instead you die and your head asplodes forcing everyone in a 10 foot radius to make a DC 17 reflex save or take 2d6 slashing damage.

Shieldbearer 14 turns to Garret, who just hit it, and assaults his mind. He gets an AoO, as do the many halflings around him, but he takes 24 damage (Fort save vs DC 17 for half).

Shieldbearers 15 and 16 follow suit, attacking the nearby halflings with their mind powers and provoking AoOs.

The shardling pack on the Seer stabs at her, tiny flailing limbs poking at all manner of uncomfortable locations, doing 9 total damage and inflicting a 1d4 bleed.

Of the three shardling packs on the melee halflings, one retroactively dies, killed by Beri when he scoped up the halfling they were on. His DR prevented all but 1 damage dealt by the explosions; beat a reflex save DC 19 for 0 damage!

The two remaining groups break off of the halflings they had been grappling and rush the now low-to-the ground Sesha. Several are taken out by the Halflings as they pass, but 18 make it to her and leap a high into the air, catching a hold of her legs and her broom to clamber up and Grapple her.

Seeing the shieldbearers going down quickly, the giant reaches up and again breaks off part of itself, this time a large spiky section. It hurls the missle up and over, easily clearing the invisible force wall, and hits Sesha for 22 damage, also inflicting 1d8 bleed a round. The shard unfolds into a Shieldbearer, it’s tower shield braced in the direction of Zane and granting it total cover against attacks in that direction.


DM Mitch 
Monday March 26th, 2018 7:11:12 AM

HP tracker:

Crystalline Giant: 140 damage (Trapped in reverse gravity)

Crystalline Shieldbearer 1: DEAD
Crystalline Shieldbearer 2: DEAD
Crystalline Shieldbearer 3: DEAD
Crystalline Shieldbearer 4: DEAD
Crystalline Shieldbearer 5: DEAD
Crystalline Shieldbearer 6: 69 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 7: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 8: 32 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 9: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 10: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 11: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 12: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 13: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 14: 88 damage
Crystalline Shieldbearer 15: 39 damage
Crystalline Shieldbearer 16: 35 damage
Crystalline Shieldbearer 17: 0 damage

Crystalline Swarmers 1: DEAD
Crystalline Swarmers 2: DEAD
Crystalline Swarmers 3: DEAD
Crystalline Swarmers 4: DEAD
Crystalline Swarmers 5: DEAD
Crystalline Swarmers 6: 8/8 left
Crystalline Swarmers 7: 6/8 left
Crystalline Swarmers 8: 6/8 left
Crystalline Swarmers 9: DEAD
Crystalline Swarmers 10: DEAD
Crystalline Swarmers 11: DEAD
Crystalline Swarmers 12: DEAD

Halflings

Gopher Greatbarrel: 11 damage
Greta Greatbarrel: 9 damage
Slinger 1: 15 damage
Slinger 2: 7 damage
Slinger 3: 0 damage
Slinger 4: 67 damage
Slinger 5: 36 damage
Slinger 6: 45 damage
Slinger 7: 12 damage
Slinger 8: 0 damage
Slinger 9: 0 damage
Seer: 13 damage (Grappled)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 11/22  10d6=38 ; d20+20=36 ; d20=7 ;
Monday March 26th, 2018 10:24:08 AM

Restlin's getting real worried about Sesha, but maintains his "no white-knighting" policy. He knows that woman can take a beating. Still, he keeps an eye on her.

He looks out and sees the Oracle about to get stabbed to death. He hates to use one of his more powerful spells on so few enemies, but he can't in good conscious let her die.

He pulls out Shiny and holds her aloft. A small ball of prismatic energy forms at the tip and starts to grow rapidly. He swings the sword, sending the growing ball towards the oracle. Upon reaching her, it quickly expands to 60' across, hangs there for a moment, then vanishes. The shards that were attacking her are hopefully gone. She's just fine, other than her pre-existing wounds.

***

Move: Hover - autopass the skill check
Standard: Limited wish to cast a selective fireball (flavor text was just flavor). 38 damage, reflex DC 36 for half. If any other shardlings are in range of the spell, then I aim to get them inside the AoE as well.

AC is 23/14/20 this round. CMD is 27.

Don't forget being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 235/232 Ki:15/17 CMD: 48 SR: 28]  d20+41=42 ; 2d8+12=16 ; d20+26=44 ; d20+39=48 ; d20+39=51 ; d20+34=41 ; d20+34=47 ; d20+29=38 ; d20+29=46 ; d20+24=42 ; 2d8+17=24 ; 2d8+17=27 ; 2d8+17=25 ; 2d8+17=28 ; 2d8+17=27 ; 2d8+17=25 ; 2d8+17=33 ;
Monday March 26th, 2018 11:59:56 AM


Garret smacks at the shieldbearer and when it attacks his mind, he says, “Hey, stop that, that hurts!” He then unloads on it with a flurry of blows, hoping to help the halflings. As he sees the giant throw another shieldbearer, he calls out on the ring, “You want we should work on that giant now, with him creating more of these things?”

OOC:
AOO on shieldbearer14: Hit AC 40, damage: 16 (magical, lawful, cold iron, silver, adamantine)
Fort Save, DC 17: 44, takes half damage (12).
Flurry on Shieldbearer14 (shifting to another, is near enough, if it goes down): Hit AC/Dam 48/24 51/27 41/25 47/28 38/27 46/25 42/33 (magical, lawful, cold iron, silver, adamantine)

Note: Garret does have a ring of freedom of movement, so cannot be grappled.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.


Zane (JCC) AC 39(33), CMB 22, CMD 38, HP 187/268, Blindsense 60' Character 
Monday March 26th, 2018 1:38:31 PM

Zane looks at the halfling lounging in the portal, "Protect the others, we're busy"
Zane activates the ring of invisibility and then transforms into a Bronze Dragon. *gonna go after the giant in a moment.* He adds over the ring.

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Monday March 26th, 2018 9:16:39 PM

I watch as the attackers switch their focus to Sesha and wait just long enough to see how she fares before acting.

Ooc: working on an if then post, but if Sesha starts failing her saves Bosk is going to heal her.

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23  d20+29=41 ; d20+24=44 ; d20+24=34 ; d20+19=29 ; 4d6+23=47 ; 4d6+23=46 ; 4d6+23=36 ;
Monday March 26th, 2018 10:12:26 PM

The storm giant appears next to the crystal giant and Beri gives him orders in Auran,.
Attack that giant

***Storm Giant***
Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

SG 1E- hp 237
attack 1 =41
Damage 1 = 47

attack 2 =44 (nat 20)
crit roll = 34
Damage 2 = 46

attack 3 =29
Damage 3 =36
***

The druid then converts a prepared earthquake spell to summon an elder earth elemental.

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d20=12 ; d20=15 ; d20=7 ; d20=18 ; d8=2 ; d8=4 ; d8=1 ; d8=4 ; d8=5 ; d20+30=34 ;
Monday March 26th, 2018 10:23:46 PM

Know Arcana: 34
Autopass spellcraft.

Sesha mind is hammered by something she's never encountered before. Blood trickles from her nose, and finally, for a merciful moment, the pain stops. Her lesser immortal summons spell was lost with the pain.

"...not okay not okay not okay.."

Sesha was torn, she didn't want to abandon Zane, he needed her here, but she wasn't sure how many times she could handle that kind of barrage. She tightens her grip on her broom, and makes her choice. She follows behind Zane, keeping him in reach of her next spell.

"Zane and I can persevere. You lot just keep killing them as quickly as you can."

Sesha focuses on her magic, and releases a burst of positive energy around her. She then quickly casts another spell, making herself ethereal, invisible, and most importantly, incorporeal. She had a moment to examine the workings of the spell, Explode Head, and she knew it required a corporeal target.

Move: Stay within 65 feet of Zane.
Standard: Mass Cure Critical Wounds, Sesha and Zane are healed for 54 hp
Swift: Quickened Blink.


------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 14 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 14 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 14 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 14 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 14 hours)
Barkskin (+5 natural armor bonus. 210 minutes remaining.)
Shield of Faith (+5 deflection bonus. 21 minutes remaining.)
Spectral Hand (Can deliver 4th level or less touch spells with +2 bonus up to 100ft away. AC 30, improved evasion. Ethereal. 21 minutes remaining.)
Bloodwitch Lore (+1 competence bonus on concentration checks, dispel checks, saving throws against necromancy and fear effects, and attacks to deliver spells.)
Blink (Ethereal, Invisible, Incorporeal, 50% miss chance. 21 rounds remaining.)

------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

Ritual of Warding (+1 untyped bonus to AC and saves.)
Ritual of Healing (Roll d12's instead of d8's for healing spells.)
Ritual of Leeching (Can leech spells from allies in touch range as a move action. 18 / 18 spell levels remaining.)

------------
Active Summons
-------------

Greater Immortal Summons - Witchfire (21 minutes remaining)



Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Monday March 26th, 2018 10:44:05 PM

My hair stands on end as I spot the halfling perched in the window. Something is off about that one in the window. I do not know why, but something is rubbing me the wrong way about the way he is watching the combat. Keep an eye on him.

Quickly I dart towards the entrenched halflings, if possible flying out of reach of any enemies (around or above them). As I Pass over them I grab onto them and throw them onto the ship.

Actions
Fly to the halflings and put them back onto the ship.
(I have a fly speed of 60 and Air Mastery {while in air all opponents get -1 to hit/ damage}. In addition I have a 10ft natural reach, so I can be flying above the halflings, pick them up, raise them over my head and hopefully drop them onto the ship. You did not give a height so I am hopig I can either reach the deck or some other platform/rigging for them. Blur and blink are both active to decrease attacks, but I have a permanent at will ghost touch ability that allows me to keep a grip on the halflings.)

Highlight to display spoiler: {Blink
Blur
Scarab of protection
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.
resist energy - fire
protection from energy - acid
resist energy - acid (from Sesha)

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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d20+13=15 ; 8d6=26 ;
Monday March 26th, 2018 10:50:26 PM


Sesha's Witchfire glides towards the Crystalline Giant (invisible, incorporeal, undead), and throws one of her flaming spheres into its bulk.

Ranged Touch hits AC 15 for 26 damage, plus Witchflame.

[DM Hugh] Record keeping post  3d8+10=18 ; d20+6=11 ; d20+22=40 ; d20+22=33 ; d20+22=28 ; d20+22=39 ; d20+22=41 ; d6+8=11 ; d6+8=12 ; d6+8=14 ; d6+8=14 ; d6+8=11 ; d20+22=35 ; d20+22=31 ; d20+22=25 ; d20+22=39 ; d20+22=31 ; d6+8=9 ; d6+8=10 ; d6+8=11 ; d6+8=11 ; d6+8=9 ;
Monday March 26th, 2018 11:45:28 PM

Record keeping

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday March 27th, 2018 4:28:51 AM

Tink isn't exactly sure what spells she can cast to aid in this fight. The list she prepared isn't exactly optimal for dealing with constructs.

Start casting Summon Monster VI

DM Mitch  d10+5=6 ; d6=2 ; d6=4 ; d6=3 ; d6=5 ; d6=5 ; d6=3 ; 5d8=20 ; 5d8=24 ; d20+23=39 ; d8=5 ; d20=12 ; 2d8+9=19 ; d8=6 ; 2d8+9=18 ; 2d8+9=15 ; 2d8+9=16 ; 2d8+9=23 ; 10d6=36 ; 10d6=27 ; d20+11=18 ; d20+11=19 ; d8=6 ; d8=8 ; d8=6 ; 5d8=19 ; d20+38=45 ; 4d8+6=23 ;
Tuesday March 27th, 2018 7:41:30 AM

Restlin is worried about Sesha but wants to stand by his “no white-knighting” policy. So he uses a wish to create a fireball and free the Seer under attack by shardlings.

Garret’s attack of opportunity leaves the shieldbearer just barely alive. His next attack finishes it, and although there are no more shieldbearers in range his remaining attacks take out several of the shardlings that spawned in the explosion. This leaves only 2 left, and exposes him to 7 explosions. Take 6 damage (reflex 23 for half), and 2, 4, 3, 5, 5, & 3 damage (reflex 19 for half)

Zane orders the window halfling to watch over the other civilians as he activates his ring of invisibility and turns into a bronze dragon in preparation to go after the giant.

Bosk is wary of the halfling watching from the window and he starts gathering up some of the halflings in their defensive line and depositing them on the ships.

Beri has his giant appear. He gives it an order to attack the Crystal Giant and then starts summoning an elemental.

Sesha gets hammered repeatedly by the explode head but she manages to survive the barrage though her summon spell is lost. She is torn by her next course of action but decides to stay with Zane. She channels energy to heal them both and then casts a quicken blink on herself. She tells her friends Zane and her will persevere and instructs them to keep destroying the Golems. Sesha’s witchfire throws a flaming sphere at the golem hitting it and healing it for 8 damage, it fails to resist the witchflame but being a golem it can’t be sickened, the faerie fire effect is suppressed by its magical abilities so the only effect is vulnerability to fire but it is healed by fire so this thing now heals double from fire.

Tink begins summoning something to help.

Greta uses cure serious wounds on the slinger she brought back to life healing him another 18 points.

The other Oracle casts sanctuary on herself to prevent herself being grappled by shardlings again.

Bosk has deposited the 2 most injured slingers on the ship with the other 3 of their brethren.

The five halflings on the ship launch sling bullets at the golems doing 12 damage total to one of the remaining shield golems.

The other five halflings also launch their sling bullets moving themselves towards the ship to join the rest of the halflings. These halflings don’t do as much damage as their brethren (2 total)

The shieldbearers seem to be out of magic because they don’t repeat their mental assault. Two not behind the force wall attack Sesha with Mind Thrust, doing 20 and 24 damage (DC 14 Will Save for half). The other two feel about and find the edge of the force wall. Hooking their shields around the edge they use the wall to pull themselves forward and out of the gravity field, dropping to the ground. On promptly attacks Garret and misses, the other attacks a nearby halfling and kills them.

The four floating shieldbearers behind the force wall all attack it with their shields. Whatever they’re made of it seems to allow them to do at least some damage to the wall. It’ll be slow but they will break through eventually.

The two remaining shieldbearers that have been fighting the halflings again cast explode head on their halfling opponents.

The newest shieldbearer can’t Explode Head or attack the now incomporial Sesha, but it can still hit her with Mind Thrust and does so (19 damage, Will save DC 14 for half)

The shardlings that were on Sesha fall off. Unable to target Zane or Sesha, they vanish into the grass. Perception DC 30 Highlight to display spoiler: {from the tiny rustling in the grass they’re heading towards Wyarr and Restlin.}

The giant breaks off another shard of itself and hurls it at Garret, hitting him for 23 damage and inflicting a 1d8 bleed on him. The shard becomes another Shieldbearer. With all the chunks it’s torn off itself it’s starting to look a little worse for wear.


DM Mitch  d8=1 ;
Tuesday March 27th, 2018 7:46:46 AM

Crystalline Giant: 152 damage (Trapped in reverse gravity)

Crystalline Shieldbearer 1: DEAD
Crystalline Shieldbearer 2: DEAD
Crystalline Shieldbearer 3: DEAD
Crystalline Shieldbearer 4: DEAD
Crystalline Shieldbearer 5: DEAD
Crystalline Shieldbearer 6: 69 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 7: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 8: 32 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 9: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 10: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 11: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 12: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 13: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 14: DEAD
Crystalline Shieldbearer 15: 39 damage
Crystalline Shieldbearer 16: 49 damage
Crystalline Shieldbearer 17: 0 damage
Crystalline Shieldbearer 18: 0 damage

Crystalline Swarmers 1: DEAD
Crystalline Swarmers 2: DEAD
Crystalline Swarmers 3: DEAD
Crystalline Swarmers 4: DEAD
Crystalline Swarmers 5: DEAD
Crystalline Swarmers 6: DEAD
Crystalline Swarmers 7: 6/8 left
Crystalline Swarmers 8: 6/8 left
Crystalline Swarmers 9: DEAD
Crystalline Swarmers 10: DEAD
Crystalline Swarmers 11: DEAD
Crystalline Swarmers 12: DEAD
Crystalline Shardling 13: 2/8

Halflings

Gopher Greatbarrel: 11 damage
Greta Greatbarrel: 9 damage
Slinger 1: 15 damage
Slinger 2: 7 damage
Slinger 3: 0 damage
Slinger 4: 67 damage
Slinger 5: 68 damage
Slinger 6: DEAD
Slinger 7: 12 damage
Slinger 8: 14 damage
Slinger 9: 0 damage
Seer: 13 damage

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 11/22  d20+15=28 ; d20=1 ;
Tuesday March 27th, 2018 11:59:45 AM

OOC: No prob, Bob. I meant to post for you yesterday in case you were still settling, but it slipped my mind. Apologies.

***

(Restlin was keeping an eye on Sesha, and can see invisible. He undoubtedly saw the shardlings fall, and a 30 perception check is autopass. If I wasn't able to see the shardlings regardless, the following paragraph never happened.)

The Mendicant sees the rustling in the grass as the shardlings approach. He's 40' in the air, so figures he's safe. "Yo Wyarr, shardlings incoming. May want to get up here with me."

Restlin had what he figured was the only spell that could hurt that giant, so he uses it. He holds his maximize rod like a megaphone and screams as loud as he's able, "ARE YOU READY TO ROOOOOOOCCCCCKKKKKKKK!" The shockwaves that form his the giant squarely, breaking some of it apart...hopefully.

***

Move: Hover 40' off the ground - skill check is autopass.
Standard: Maximized shatter on the giant. 60 damage, fort save 28 for half.

Ac is 19/10/14 this round. CMD is 21. A kindly DM wouldn't take advantage of poor Restlin's luck with that roll.

Restlin has mage armor and haste on him, and can see invisible stuff. Anyone within 40' of me gets +2 to saves/attacks/skills.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+36)187/268, Blindsense 60' Character  d20+29=42 ; 2d6+24=28 ;
Tuesday March 27th, 2018 2:12:09 PM

Zane charges the giant, trying to take a bite out of it, he then plans on abusing it.
*want me to just smash it or try to grapple it?*

Charge attack (bite) 42, Damage 28

(Zane needs to find the non-wimpy dice)

Haste 16 rounds left

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 131/temp181, DR 5/Evil  d20+29=48 ; d20+24=36 ; d20+19=22 ; d20+14=25 ; d20+29=40 ; d20+29=32 ; d8+17=22 ; d8+17=18 ; d8+17=19 ; d8+17=18 ; d8+17=25 ; d8+17=19 ; d8+17=25 ; d6=2 ; d6=4 ; d6=3 ; 3d6=11 ; 3d6=11 ; 3d6=11 ; 3d6=18 ; 3d6=10 ; 3d6=11 ;
Tuesday March 27th, 2018 4:13:25 PM

Wyaar (I think) is currently hovering 60' above the ground... so sends out another barrage of arrows at the shieldbearers.

~~~~~~

Full attack with all the manyshot, rapid shot and deadly aim to Shieldbearer 15, working up the list if any fall

Attack 1: Hit AC 48, 40 piercing, 20 combo of shock, ice, fire (if immune to any let me know and will break the rolls up)
Attack 2, Hit AC 36, 19 piercing, 11 combo of shock, ice, fire
Attack 3: Hit AC 22, 18 piercing, 11 combo of shock, ice, fire
Attack 4: Hit AC 25, 25 piercing, 18 combo of shock, ice, fire
Rapidshot: Hit AC 40, 19 piercing, 10 combo of shock, ice, fire
Haste Attack: Hit AC 32, 25 piercing, 11 combo of shock, ice, fire

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 212/232 Ki:14/17 CMD: 48 SR: 28]  d20+27=44 ; d20+27=39 ; d20+27=32 ; d20+27=34 ; d20+27=29 ; d20+27=29 ; d20+27=43 ; d20+39=52 ; d20+39=51 ; d20+34=50 ; d20+34=35 ; d20+29=47 ; d20+29=48 ; d20+24=25 ; d20+39=50 ; d20+39=47 ; 2d8+17=22 ; 2d8+17=25 ; 2d8+17=23 ; 2d8+17=26 ; 2d8+17=26 ; 2d8+17=30 ; 2d8+17=32 ; 2d8+17=31 ; 2d8+17=30 ;
Tuesday March 27th, 2018 6:07:08 PM

Garret laughs as the shieldbearer explodes, easily dodging the explosion. He quickly crushes the small shards in his hands, ignoring their attempts to damage him. He tries to duck when the new shieldbearer crashes into him, but he fails. He quickly peels off the two remaining shards and crushes them in his hands, then punches the new sheildbearer with the flakes of the dead ones.

OOC:
Reflex saves (DC23): 44, improved evasion: no damage
Reflex saves (DC19) x6: 39, 32, 34, 29, 29, 43, improved evasion: no damage
Flavor text, actually going with flurry of blows, first two attacks on the shards on him Hit AC/Dam: 52/22 51/25
Shieldbearer on Garret (I don’t know what number, #18?) remaining flurry (with Ki bonus attack) Hit AC/Dam: 50/23 35/23 47/26 48/30 25/32 50/31 47/30
I’m not sure what to do with the bleed or how long it lasts. Do I roll that?

Note: Garret does have a ring of freedom of movement, so cannot be grappled.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.


Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23  d20+29=44 ; d20+24=32 ; d20+19=30 ; 4d6+23=37 ; 4d6+23=35 ; 4d6+23=37 ; d20+27=30 ; d20+27=45 ; 2d8+12=23 ; d3=3 ; 2d8+12=24 ; d20+32=41 ;
Tuesday March 27th, 2018 10:14:31 PM

***Storm Giant***
The storm giant lists his masterwokr great sword and again lays into the crystal giant:

Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

SG 1E- hp 237
attack 1 =44
Damage 1 = 37

attack 2 =32
Damage 2 = 35

attack 3 =30
Damage 3 =37
***

***attacks from previous turn***
attack 1 =41
Damage 1 = 47

attack 2 =44 (nat 20)
crit roll = 34
Damage 2 = 46

attack 3 =29
Damage 3 =36

***spell list and active spells***
Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).
***
The summon finishes and the elder earth elemental joins the giant in attacking the crystal giant.

Elder Air Elemental
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

***Elder Earth Elemental 1, HP = 184***
attack 1 =44 (1 for air born -45
Damage 1 = 23

attack 2 =32 +1 for airborn = 33
Damage 2 = 24
***

perception = 41
The druid spots the shardlings heading towards Wyarr and Restlin. He gives them a heads up over the rings about their incoming attackers, then proceeds to cast faerie fire so that the light will keep them informed of where the attacker is.

***Active spells***
reverse gravity- 17 rounds
whirlwind- 18 rounds
Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33]  d20+19=28 ; d20=12 ; d20=15 ; d20=1 ; d100=84 ; d100=11 ; d100=89 ; d100=39 ; d100=85 ; d8=5 ; d8=7 ; d8=3 ; d8=4 ;
Tuesday March 27th, 2018 10:57:56 PM


More mental attacks try to keep Sesha pinned down, but thankfully her blinking between realms helps keep things manageable. (Attacks 1 and 3 hit, Sesha saves both for half. Attack 2 misses due to blink.)

Content to work in the roll of supporting others, Sesha casts cure critical wounds on Wyar, using her spectal hand spell to do so. Thankfully, her Blink spell does not prevent the spellcast.

Standard: Cast Cure Critical Wounds on Wyarr. Wyar heals 59 hp.
Move: Nowhere.



Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Tuesday March 27th, 2018 11:00:15 PM


Sesha's Witchfire moves behind Zane, and casts invisibility on the giant Dragon-Taur, after his attacks are completed.

(Zane gets invisibility again, and all the bonuses that confers.)

Move: Behind Zane
Standard: Invsibility SLA (at will)

[DM Hugh] Record keeping post  d20+18=26 ; d6=3 ; d6=5 ; d10+5=10 ; 3d10+10=35 ; d10+5=8 ; 5d8+10=27 ; 4d8+10=36 ; d20+22=27 ; d20+22=41 ; d20+22=23 ; d20+22=26 ; d20+22=36 ; d20+22=23 ; d20+22=40 ; d20+22=33 ; d20+22=28 ; d6+8=11 ; d6+8=12 ; d6+8=10 ; d6+8=11 ; d6+8=9 ; d6+8=10 ; d6+8=10 ;
Tuesday March 27th, 2018 11:37:27 PM

Record keeping post (OOC: feel free to post afterward)

DM Mitch  2d8+9=17 ; 2d8+9=20 ; 2d8+9=17 ; 2d8+9=23 ; d20+23=38 ; d20=13 ; d20=7 ; d20=14 ; d20=14 ; 2d8+9=16 ; 2d8+9=22 ; 2d8+9=19 ; d8=4 ; d8=7 ;
Wednesday March 28th, 2018 7:57:54 AM

Restlin sees the shardlings in the grass and calls a warning out to Wyaar. He then targets the giant and it takes full damage from the spell. While the spell doesn’t break the creature apart, it does slow it down.

Zane charges the giant and deals an additional 18 damage.

Wyaar fires another barrage of arrows (OOC: I really need to know how much fire damage you do moving forward; these things heal partially from fire but this time you did enough that it is moot) He destroys shield bearer 15 with his first 3 arrows, then he moves onto 16 destroying it with rest.

Garret laughs as he dodges the explosion from the shield bearer, he fails to avoid the shieldbearer that crashes into him, but he smashes a couple of shards before flurrying at the new shieldbearer. (OOC: Roll a d8 each round till you are healed magically; you take that much damage = bleed) (Garret has to make 2 DC 19 Reflex saves or take 3 damage on the 1st, 5 damage from the second from the shardlings followed by a DC 23 reflex save or take 10 damage from the explosion) 8 new shardlings show up where the shield bearer used to be.

(OOC: I’m sorry we missed your giant’s move last time, we’ll give it double attacks this round because it destroyed the crystal giant)
Beri’s Giant shatters the crystal giant with it’s first attack. The giant explodes dealing 35 damage to Zane and Beri’s giant (DC 31 reflex for half)
Where the crystal giant used to be there are now 4 shield bearers and the giant continues to attack those newly created shield bearers. The giant destroys one of them and damages another. That shield bearer explodes doing 8 damage to the giant (DC 23 reflex save for half). 8 more shardlings appear where the shield bearer used to be. The elemental further wounds the shield bearer.
Beri then proceeds to target the shardlings in the grass w/ faerie fire.

Sesha avoids some of the mental attacks thanks to her blink spell and saves against the others. She casts a cure spell on Wyaar. Her witchfire turns Zane invisible.

Greta uses breathe of life on the second slain halfling bringing him back to life.

The other oracle uses cure critical wounds to heal the most beatup slinger for 36 damage.

The slinger that was revived takes a double move action, getting up from prone and then moving closer to the relative safety of the ship with his brethren.

The rest of the slingers sling bullets at one of the shield bearers. 2 of the slingers miss but the other 7 bullets strike true doing a collective total of 4 more damage to one of the shield bearers.

With the death of the giant any higher strategy seems to leave the golems. The four behind the forcewall continue to attack it 3 remain on the ground, advance to the nearest target and attack. Two hit a halfling and one (the one that spawned near Sesha/zane) walks over and misses Garret.

The newest ones that spawned from the giant all attack Beri’s summons for 57 damage and cause it to bleed for 1d8 per round.

Two new sets of shardlings are spawned on the ground from the ones Wyarr and Garret killed. One tries, and fails, to grapple Garret, the other attaches to the nearest halfling. The sets that charged towards Restlin begin leaping in the air trying, and failing to reach him. The rest are all stuck floating in the anti-gravity field.


DM Mitch 
Wednesday March 28th, 2018 8:04:58 AM

Crystalline Shieldbearer 1: DEAD
Crystalline Shieldbearer 2: DEAD
Crystalline Shieldbearer 3: DEAD
Crystalline Shieldbearer 4: DEAD
Crystalline Shieldbearer 5: DEAD
Crystalline Shieldbearer 6: 69 damage
Crystalline Shieldbearer 7: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 8: 32 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 9: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 10: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 11: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 12: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 13: 0 damage
Crystalline Shieldbearer 14: DEAD
Crystalline Shieldbearer 15: DEAD
Crystalline Shieldbearer 16: DEAD
Crystalline Shieldbearer 17: 0 damage
Crystalline Shieldbearer 18: DEAD
Crystalline Shieldbearer 19: DEAD
Crystalline Shieldbearer 20:68 damage
Crystalline Shieldbearer 21:0 damage
Crystalline Shieldbearer 22:0 damage

Crystalline Swarmers 1: DEAD
Crystalline Swarmers 2: DEAD
Crystalline Swarmers 3: DEAD
Crystalline Swarmers 4: DEAD
Crystalline Swarmers 5: DEAD
Crystalline Swarmers 6: DEAD
Crystalline Swarmers 7: 6/8 left
Crystalline Swarmers 8: 6/8 left
Crystalline Swarmers 9: DEAD
Crystalline Swarmers 10: DEAD
Crystalline Swarmers 11: DEAD
Crystalline Swarmers 12: DEAD
Crystalline Shardling 13: 2/8
Crystalline Shardling 14: DEAD
Crystalline Shardling 15:DEAD
Crystalline Shardling 16: 8/8
Crystalline Shardling 17: 8/8

Halflings

Gopher Greatbarrel: 31 damage
Greta Greatbarrel: 9 damage
Slinger 1: 15 damage
Slinger 2: 7 damage
Slinger 3: 0 damage
Slinger 4: 67 damage
Slinger 5: 68 damage
Slinger 6: DEAD
Slinger 7: 12 damage (Grappled)
Slinger 8: 40 damage
Slinger 9: 0 damage
Seer: 13 damage

Forcewall: 63 HP remainin

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33]  d8=4 ; d8=3 ;
Wednesday March 28th, 2018 10:09:42 AM


With most of the enemy strength reduced, Sesha turns from Zane and moves to help Gopher. She channels her magic into a healing spell.

Move: To Gopher, or within 100 feet of Gopher if being next to him is not possible.
Standard: Cure Moderate Wounds on Gopher to heal 26 damage.


------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 14 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 14 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 14 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 14 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 14 hours)
Barkskin (+5 natural armor bonus. 210 minutes remaining.)
Shield of Faith (+5 deflection bonus. 21 minutes remaining.)
Spectral Hand (Can deliver 4th level or less touch spells with +2 bonus up to 100ft away. AC 30, improved evasion. Ethereal. 21 minutes remaining.)
Bloodwitch Lore (+1 competence bonus on concentration checks, dispel checks, saving throws against necromancy and fear effects, and attacks to deliver spells. 8/10 rounds remaining.)
Blink (Ethereal, Invisible, Incorporeal, 50% miss chance. 19/21 rounds remaining.)

------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

Ritual of Warding (+1 untyped bonus to AC and saves.)
Ritual of Healing (Roll d12's instead of d8's for healing spells.)
Ritual of Leeching (Can leech spells from allies in touch range as a move action. 18 / 18 spell levels remaining.)

------------
Active Summons
-------------

Greater Immortal Summons - Witchfire (21 minutes remaining)



Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Wednesday March 28th, 2018 10:12:50 AM

Seshas Witchfire uses it's invisibility SLA on Greta.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22  d20+19=23 ; d20=20 ;
Wednesday March 28th, 2018 10:18:46 AM

Restlin decides to gather up as many of the little ones as possible. He casts repulsion on himself, then swoops down and lands on solid ground shouting "I'm Mr. Restlin, look at me!" and jumping around like an idiot.

***

Standard: Cast repulsion. Will save DC 23 needed to move any closer to Restlin.
Move: Swoop down and land.

AC is 38/29/33 this round. CMD is 40.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:14/17 CMD: 48 SR: 28]  d8=6 ; d20+27=35 ; d20+27=37 ; d20+27=45 ; d20+39=48 ; d20+39=48 ; d20+34=35 ; d20+34=35 ; d20+29=44 ; d20+29=43 ; d20+24=27 ; d20+39=54 ; 2d8+17=21 ; 2d8+17=26 ; 2d8+17=22 ; 2d8+17=26 ; 2d8+17=26 ; 2d8+17=27 ; 2d8+17=25 ; 2d8+17=25 ;
Wednesday March 28th, 2018 12:14:12 PM

Garret sighs as the sheidbearer explodes and another pile of shardlings appears. He gasps when the giant disappears and a pile of new shieldbearers appear. He says, “These things are starting to get out of hand!” Then he proceeds to grab shardlings one at a time, crushing them in his fingers one by one.

OOC:
D8 for bleed: 6
Reflex saves (DC19) x2: 35, 37 improved evasion: no damage
Reflex saves (DC23): 45, improved evasion: no damage
Flavor text, actually going with flurry of blows, on 8 shardlings: Hit AC/Dam: 48/21 48/26 35/22 35/26 44/26 43/27 27/25 54/25

Note: Garret does have a ring of freedom of movement, so cannot be grappled.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.
Bleeding 1d8 until healed.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20+29=34 ; d20+24=43 ; d20+19=28 ; d20+14=26 ; d20+29=38 ; d20+29=47 ; d8+17=25 ; d8+17=24 ; d8+17=25 ; d3=1 ; d8+17=23 ; d3=3 ; d8+17=19 ; d8+17=21 ; d8+17=21 ; 2d6=7 ; 2d6=6 ; 2d6=9 ; 2d6=5 ; 2d6=4 ; 2d6=10 ; 2d6=6 ; d6=5 ; d6=1 ; d6=4 ; d6=4 ; d6=5 ; d6=2 ; d6=2 ;
Wednesday March 28th, 2018 3:40:40 PM

Wyaar is healed by Sesha and gives a shake of his head as he continues to loose a stream of arrows down towards the shield bearers.

"Do not spend your energy healing me unless I am near death. I can heal myself."

~~~~~~~~~~

Moar full attack goodness towards bearer 13, then 17, then whoever is next

Attack 1: Hit AC 34, 49 piercing, 13 cold/shocking, 6 fire
Attack 2: Hit AC 43, 25 piercing, 9 cold/shocking, 4 fire
Attack 3: Hit AC 28, 23 piercing, 5 cold/shocking, 4 fire
Attack 4: Hit AC 26, 19 piercing, 4 cold/shocking, 5 fire
Rapidshot: Hit AC 38, 21 piercing, 10 cold/shocking, 2 fire
Haste Attack: Hit AC 47, 21 piercing, 6 cold/shocking, 2 fire



RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d8=6 ;
Wednesday March 28th, 2018 7:48:41 PM

With her summoning spell complete Tink brings forth a Lilend Azata.

It starts performing an Inspiring Courage performance.

Tink is curious to see how a burst of sound would affect the creatures so directs the Azata to also cast a sound burst

Move action: Inspiring Courage: All allies within earshot a +2 competence bonus to attack and weapon damage rolls.
Standard action: Sound Burst to affect as many shield bearers in the reverse gravity field as possible (6pts damage to all within a 10ft spread)

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+24=36 ;
Wednesday March 28th, 2018 7:54:53 PM

Tink will also use her knowledge of things arcane to determine the vulnerabilities of the shieldbearers.

Knowl Arcana: 36.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+36)241/268, Blindsense 60' Character 
Wednesday March 28th, 2018 8:48:34 PM

(forgot to add last rounds healing, did it now)
Zane flies towards the largest mass of shield bearers, staying just above them, but within his reach, he readies for next round, he is still invisible.

Haste 15 rounds

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d20+21=22 ;
Wednesday March 28th, 2018 9:55:52 PM

Seeing the golems attack the halflings I charge into action, my ten foot blade thirsting for blood. All around the ground shakes from my thundering hooves. Fool, I am your target!

Actions
-------------
Charge nearest golem attacking halfling and miss spectacularly with a natural 1

Highlight to display spoiler: {Blink
Blur
Scarab of protection
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.
resist energy - fire
protection from energy - acid
resist energy - acid (from Sesha)

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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23  d20+8=20 ; d20+8=28 ; d20+29=46 ; d20+29=45 ; d20+24=39 ; d20+24=38 ; d20+19=37 ; d20+19=36 ; d20+19=23 ; d20+29=45 ; 3d6+16=27 ; 3d6+16=28 ; 3d6+16=24 ; 4d6+23=42 ; 4d6+23=45 ; 4d6+23=38 ; 4d6+23=42 ; 4d6+23=42 ; 4d6+23=32 ; d20+27=42 ; d20+27=31 ; 2d8+11=24 ; 2d8+11=24 ;
Wednesday March 28th, 2018 10:20:03 PM



***Storm Giant***
Numerous targets now float around the storm giant, but his sword strikes out in a blur and lands repeatedly on those surrounding him

Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

SG 1E- hp 141
attack 1 =46
crit roll = 45
Damage 1 = 42

attack 2 =39
Damage 2 = 38

attack 3 =37
crit = 36
Damage 3 =42
***

***attacks from previous turn***
attack 1 =45
Damage 1 = 45

attack 2 =44 (nat 20)
crit roll = 38
Damage 2 = 42

attack 3 =23
Damage 3 =32

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

***Elder Earth Elemental 1, HP = 184***
The air elemental crashes against the floating targets in an attempt to aid the storm giant.

Slam 1 =42 (1 for air born -45
Damage 1 = 24

Slam 2 =31 +1 for airborn = 33
Damage 2 = 24
***

***current druid Form- Huge Air Elemental***
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

***Active spells***
reverse gravity- 14 rounds
whirlwind- 15 rounds
summon storm giant = 16 rounds
summon elder air elemental = 17 rounds
faerie fire=18 minutes

Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.

DM Mitch  d100=81 ; d100=15 ; d100=66 ; d100=43 ; d100=27 ; d100=12 ; d100=96 ; d100=94 ; d100=20 ; d100=17 ; d100=73 ; d100=19 ; 2d8+9=21 ; 2d8+9=11 ; 2d8+9=18 ; 2d8+9=24 ; 2d8+9=17 ; d20+23=25 ; d20+23=39 ; d20+23=27 ; d20+23=34 ; 2d8+9=20 ; 2d8+9=19 ;
Thursday March 29th, 2018 6:40:23 AM

Sesha moves on to help Gopher with most of the enemy strength reduced. She heals him while her witchfire uses invisibility on Greta.

Restlin casts repulsion then lands saying “I’m Mr. Restlin look at me!” as he jumps up and down. (OOC: I just realized something; Repulsion affects all creatures so Restlin’s allies also have to beat the Will Save to move towards him)

Garret sighs as the shieldbearer explodes and another group of shardlings appears. He gasps when the giant disappears and is replaced by 4 new shield bearers observing that things are starting to get out of hand. Garret then proceeds to grab shardlings one at a time and crush them. Garret then single handedly wipes out 8 shardlings causing each one to explode (8 DC 19 reflex saves or take 3, 1, 4, 6, 4, 1, 5, 1)

Wyaar let’s loose w/ another barrage using 5 of his arrows to destroy 13 then damages 17

Tink brings forth a Lilend Azata and has it use inspire courage and cast sound burst. She then tries to determine any of the vulnerabilities of the shieldbearers. (Tink Highlight to display spoiler: { You can confirm that magical fire attacks heal them for ⅓ of their inflicted damage and also ends any slow effect; you also know that disintegrate, planeshift and greater teleport effect it normally; there are other spells that affect it but you aren’t sure what they are }) The shield bearers were not affected by the Azata’s sound burst.

Zane invisibly flies close to the nearest largest clump of shield bearers preparing for next round.

Bosk charges the nearest shield bearer and misses spectacularly.

Beri directs his giant and air elemental to attack the target rich environment. His giant’s first 2 attacks level shield bearer 20 causing to to explode for 14 damage Reflex 23 for half damaging the giant and the elemental and have 8 more shardlings appear. The giant’s last attack damages 21. The elemental also attacks 21 hitting it twice and doing more damage.

Greta casts cure critical wounds on Slinger 5 healing it for 19 healing. The other oracle also heals Slinger 5 curing him of 34 more healing.

The grappled slinger tries to escape the shardlings and succeeds so he takes a 5 foot step away from them.

The rest of the group except for gopher get a little bit away shoot their bullets at the nearby shardlings destroying the lot of them. Gopher shoots one of his bullets at the nearest shardling. Destroying one of the shardlings.

There remains only 2 shieldbearer not caught in the antigravity. One hits Gopher Greatbarrel in the face with it’s shield, though Gopher seems fine (The named halflings have far more HP then the rest). The other attack’s Bosk and misses as spectacularly as he did.

Over where the Crystalline Giant dies the shieldbearers continue to focus fire the summoned giant, doing 19 damage. (Note: the giant was caught in the antigrav, ergo the shieldbearers and the summons Beri created also are if they’re in melee range. I’m pretty sure they all fly so it’s moot, but thought I'd mention it in case it matters).

The shards spawned from the enemies killed by Beri’s summons float and bob in the air, unable to get close enough to try to grapple any of the summons.

The ones that were under Restlin and Wyarr jump up and down in time with the Magepriest, trying to reach him. However, due to his repulsion sphere, they can’t actually close in on him. One is about 5 feet to his left, one is under Wyarr about 10-15 feet to his right. Each pack is only 6 shardlings.


DM Mitch 
Thursday March 29th, 2018 6:40:45 AM

Crystalline Shieldbearer 1: DEAD
Crystalline Shieldbearer 2: DEAD
Crystalline Shieldbearer 3: DEAD
Crystalline Shieldbearer 4: DEAD
Crystalline Shieldbearer 5: DEAD
Crystalline Shieldbearer 6: 69 damage
Crystalline Shieldbearer 7: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 8: 32 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 9: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 10: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 11: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 12: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 13: DEAD
Crystalline Shieldbearer 14: DEAD
Crystalline Shieldbearer 15: DEAD
Crystalline Shieldbearer 16: DEAD
Crystalline Shieldbearer 17: 17 damage
Crystalline Shieldbearer 18: DEAD
Crystalline Shieldbearer 19: DEAD
Crystalline Shieldbearer 20: DEAD
Crystalline Shieldbearer 21: 60 damage
Crystalline Shieldbearer 22: 0 damage

Crystalline Swarmers 1: DEAD
Crystalline Swarmers 2: DEAD
Crystalline Swarmers 3: DEAD
Crystalline Swarmers 4: DEAD
Crystalline Swarmers 5: DEAD
Crystalline Swarmers 6: DEAD
Crystalline Swarmers 7: 6/8 left
Crystalline Swarmers 8: 6/8 left
Crystalline Swarmers 9: DEAD
Crystalline Swarmers 10: DEAD
Crystalline Swarmers 11: DEAD
Crystalline Swarmers 12: DEAD
Crystalline Shardling 13: DEAD
Crystalline Shardling 14: DEAD
Crystalline Shardling 15:DEAD
Crystalline Shardling 16: DEAD
Crystalline Shardling 17: DEAD
Crystalline Shardling 18: 8/8
Crystalline Shardling 19: 8/8

Halflings

Gopher Greatbarrel: 30 damage
Greta Greatbarrel: 9 damage
Slinger 1: 15 damage
Slinger 2: 7 damage
Slinger 3: 0 damage
Slinger 4: 67 damage
Slinger 5: 68 damage
Slinger 6: 45 damage
Slinger 7: 12 damage
Slinger 8: 40 damage
Slinger 9: 0 damage
Seer: 13 damage

Forcewall: 29 HP remaining


[DM Hugh] Record keeping post  d6=3 ; d20=1 ; d20=10 ; d6=1 ; d6=4 ; d6=6 ; d6=4 ; d6=1 ; d6=5 ; d6=1 ; d8=2 ; d8=5 ; d8=7 ; d8=8 ; d8=5 ; d8=8 ; d8=2 ; d8=3 ; d10+5=14 ; 4d8+10=19 ; 4d8+10=34 ; d2=2 ; d20+13=26 ; d20+22=38 ; d20+22=42 ; d20+22=33 ; d20+22=32 ; d20+22=26 ; d20+22=27 ; d20+22=39 ; d20+22=40 ; d6+8=10 ; d6+8=11 ; d6+8=10 ; d6+8=14 ; d6+8=12 ; d6+8=10 ; d6+8=10 ; d6+8=13 ; d6=5 ; d6=1 ; d6=6 ; d6=5 ; d6=6 ; d6=1 ; d6=1 ; d6=5 ; d20+11=20 ; d20+11=12 ; d20+11=31 ; d20+11=19 ; d20+11=31 ; d20+11=17 ; d20+11=23 ; d20+11=15 ; d20+22=42 ; d20+22=33 ; d6+8=10 ;
Thursday March 29th, 2018 9:14:57 AM

record keeping post

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22  d20=8
Thursday March 29th, 2018 10:52:32 AM

Restlin "jumps" over the shards and heads towards the halflings where the rest are hanging out.

***

Move: fly up to a height just outside their reach, then fly off towards the other packs attacking the halflings. If the shards near me don't follow, I stop and head back to finish them off by themselves.

AC is 26/17/21 this round. CMD is 28.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 205/232 Ki:14/17 CMD: 48 SR: 28]  d8=1 ; d20+27=39 ; d20+27=44 ; d20+27=40 ; d20+27=36 ; d20+27=40 ; d20+27=31 ; d20+27=39 ; d20+27=41 ; d20+41=47 ; d20+41=47 ; d20+36=44 ; d20+36=42 ; d20+31=36 ; d20+31=35 ; d20+26=37 ; d20+41=42 ; 2d8+19=25 ; 2d8+19=29 ; 2d8+19=26 ; 2d8+19=34 ; 2d8+19=22 ; 2d8+19=34 ; 2d8+19=28 ; 2d8+19=34 ;
Thursday March 29th, 2018 12:29:07 PM

Garret ignores the shards and concentrates on the sheildbearer near him, punching and kicking, bracing himself for the explosion he knows is coming…

OOC:
D8 for bleed: 1
Reflex saves (DC19) x8: 39, 44, 40, 36, 40, 31, 39, 41 improved evasion: no damage
I think there was still a shieldbearer next to Garret, one that the giant threw at him a round ago. That’s the one that Garret will flurry on, hit AC/Dam: 41/25 41/29 44/26 42/34 36/22 35/34 37/28 42/34

Note: Garret does have a ring of freedom of movement, so cannot be grappled.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.
Bleeding 1d8 until healed.
Inspiring Courage: All allies within earshot a +2 competence bonus to attack and weapon damage rolls.


Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+36)241/268, Blindsense 60' Character  d20+37=45 ; d20+37=45 ; d20+37=46 ; d20+37=44 ; d20+37=55 ; d20+37=57 ; d20+37=52 ; d20+37=49 ; 2d6+24=31 ; d8+21=29 ; d8+21=29 ; d6+21=25 ; d6+21=25 ; d8+21=26 ; d8+21=23 ; 2d6+24=31 ;
Thursday March 29th, 2018 3:42:15 PM

Zane opens up on the shield bearers he is over, Killing one before moving to the next.....

Bite AC 45 Damage 31
Claw AC 45 Damage 29
Claw AC 46 Damage 29
Wing AC 44 Damage 25
Wing AC 55 Damage 25
Tail AC 57 (52 confirm) Damage 26(+23 if crit)
Haste AC 49 Damage 31

He then roars afterwards......

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23  d20+29=46 ; d20+29=40 ; d20+24=36 ; d20+24=37 ; d20+19=30 ; 4d6+23=47 ; 4d6+23=45 ; 4d6+23=40 ; d10+27=31 ; d10+27=34 ; 2d8+11=15 ; 2d8+11=19 ; d20+8=9 ; d20+8=26 ; d20+21=39 ;
Thursday March 29th, 2018 9:33:17 PM

2 slams +25 (2d8+9Looking good guys, keep up the good work!
***Storm Giant***
Standing so close the storm giant doesn't managage to dodge the shards in time. He doesn't let the sting phase him though. In a flash of silver the storm giant's sword flies though the air, connecting with the remaining shield bearers

Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

SG 1E- hp 127
attack 1 =46
crit roll = 40
Damage 1 = 47

attack 2 =36
Damage 2 = 45

attack 3 =30
crit = 36
Damage 3 =40
***

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

***Elder Earth Elemental 1, HP = 177***
A little faster than his giant companions was, the air elemental manages to dodge the brung of the attack. Lashing out and attacks at any remaining sheild bearers the air elemental strikes for all it's worth.

Slam 1 =42 (1 for air born -45
Damage 1 = 15

Slam 2 =31 +1 for airborn = 33
Damage 2 = 19
***

***current druid Form- Huge Air Elemental***
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

***Active spells***
reverse gravity- 14 rounds
whirlwind- 15 rounds
summon storm giant = 16 rounds
summon elder air elemental = 17 rounds
faerie fire=18 minutes

Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33]  d100=35 ; d8+5=7 ;
Thursday March 29th, 2018 10:31:21 PM


"I'll heal who I please, Wyarr, when I please. Your healing is more valuable, since it can remove malady. If you don't like it, resist the spell next time."

Sesha casts cure light wounds on Garret, more to remove his bleed than to heal any serious wounds he had taken.

Her witchfire casts invisibility on Wyar. His next attack will treat the opponent as flat footed, or both attacks, if it's rapid shot.

Garret - Heal 20 damage and stop bleeding.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d8=5 ;
Thursday March 29th, 2018 11:05:30 PM

"Restlin, whatever you do, don't hit those shieldbearers with any of those awesome fireballs of yours. I think they thrive on fire" Tink calls out.

The azata keeps up its performance and goes to help Zane a little.

Tink holds onto her spells. She doesn't have many that would affect constructs.

----------------------------
Azata:
Free action: Maintain performance
Move action: fly to be behind Zane
Standard ation: Cast CLW Zane is healed for 10pts

Wall of Force
Just checking: Hardness 30 against each attack (harder than adamantine). 400pts HP


Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d20+19=22 ; d20+19=29 ; d20+19=21 ; d20+15=32 ; d20+15=24 ; d20+12=17 ; d20+12=21 ; 2d8=10 ; 2d8=6 ; d8=4 ; d8=4 ; d8=6 ; d8=6 ; d6=3 ; d6=5 ; d20+21=41 ; d20+21=31 ; 2d8=11 ; 2d8=10 ; 2d8=6 ; 32d6=103 ;
Thursday March 29th, 2018 11:42:49 PM

As the golem's attack misses I smile at the irony. You should have run. That first swing was a warning shot. Once again I lash out, but this time I go all out. Blade, horn, armor spikes, and back to my blade. The bows are deviating, each attack enhanced by the Azata and haste. There is something satisfying about going all out, even if it is a little Overkill.

Actions (take 5ft step to flank if possible)
-------------
Full attack golem that attacked me. If it dies then hit any other enemy in my 10ft reach

Main Hand Atk 1 with bastard sword hit AC 22 for 18 dmg
Off Hand Atk 1 with armor spike hit AC 29 for 12 dmg
Nat Horn Atk Hit AC 21 for 12 dmg
Main Hand Atk 2 with bastard sword hit AC 32 for 14 dmg
Off Hand Atk 2 with armor spike hit AC 24 for 14 dmg
Main Hand Atk 3 with bastard sword hit AC 17 for 19 dmg
Off Hand Atk 3 with armor spike hit AC 21 for 13 dmg
Extra Atk from Haste with bastard sword hit ac 41 confirm critical 31 for 18+14=32dmg
(Plus 103 sneak damage if allowed because of blinking. Not that I have ghost touch when attacking)

Highlight to display spoiler: {Blink
Blur
Scarab of protection
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.
resist energy - fire
protection from energy - acid
resist energy - acid (from Sesha)

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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

[DM Hugh] Record keeping post  d10+5=15 ; d2=1 ; d10+5=6 ; d10+5=11 ; d10+5=13 ; 4d8+10=36 ; 4d8+10=30 ; d20+22=42 ; d20+22=24 ; d20+22=24 ; d20+22=41 ; d20+22=33 ; d20+22=28 ; d20+22=34 ; d20+22=42 ; d20+22=30 ; d20+22=35 ; d6+8=10 ; d6+8=12 ; d6+8=14 ; d6+8=12 ; d6+8=13 ; d6+8=9 ; d6+8=14 ; d6+8=10 ;
Friday March 30th, 2018 1:25:14 AM

record keeping post

DM Mitch  d8=6 ; d4=4 ; d8=6 ; 5d8=28 ; 5d8=23 ; 5d8=22 ; d20=6 ;
Friday March 30th, 2018 7:27:50 AM

Restlin jumps over the shards and heads towards the halfings where the rest are hanging out.

Garret ignores the shards and concentrates on the shield bearer near him bracing himself for the explosion he knows is coming. He destroys shieldbearer 17. DC 23 or take 15 damage from the explosion. 8 more shardlings appear.

Zane attacks the golem clump he is near as a dragon. He destroys one and damages another. (DC 23 Reflex vs 11 damage from the resulting explosion) and leaves behind some shardlings.

Beri has his summons continue to attack. The giant destroys shield bearer 21 and damages shield bearer 22. (DC 23 or take 13 damage) 8 more shardlings appear. The elemental attacks shield bearer 22

Sesha tells Wyaar she’ll heal who she pleases when she pleases before healing Garret for 20 and having her witchfire turn Zane invisible.

Tink warns Restlin not to hit the shield bearers with fire The azata keeps performing while healing Zane.

Bosk attacks the golem that attacked him. He tells it that it should have run. All his attacks do a lot less damage than they should (OOC: These things have DR overcome by both adamantium AND slashing as posted earlier) but he manages to destroy it because of the sneak attack damage. The golem explodes for 6 damage DC 23 reflex for half. 8 more shardlings appear in its wake.

The seers keep healing the wounded slingers and the slingers keep firing on the shardlings with their sling staves.

8 of the slingers hit shardlings with their bullets and 2 miss. 7 of the shardlings get destroyed as no one was in the area no one is affected by the resulting explosions.

The floating constructs near the wall turn and attack Zane, able to sense his presence with their Thoughtsense ability (That they’ve totally had and I totally forgot about earlier). Since he’s out of range of the melee attacks with his reach, they default to whatever ranged spells they have left. Only 3 of the four have any casts left though, and only the weaker Mind Thrust; he takes 28, 23, and 22 damage, Will save vs DC 14 for half.

The last shieldbearer floating over by beri’s summons attacks the giant but misses.

The shardlings Restlin left behind are incapable of closing as he still has his repulsion sphere up. The Farie Fire on them lets the group see them running around the 100 foot circle in opposite directions, trying to find a way to them.

All the other shardlings are trapped in the anti-gravity, since the Halflings killed the ones spawned by Garret’s attacks. They remain bobbing helplessly in it, incapable of entering any enemy’s space to attempt to grapple.

HP Tracker:

Crystalline Shieldbearer 1: DEAD
Crystalline Shieldbearer 2: DEAD
Crystalline Shieldbearer 3: DEAD
Crystalline Shieldbearer 4: DEAD
Crystalline Shieldbearer 5: DEAD
Crystalline Shieldbearer 6: 69 damage
Crystalline Shieldbearer 7: DEAD
Crystalline Shieldbearer 8: DEAD
Crystalline Shieldbearer 9: 21 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 10: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 11: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 12: 0 damage (Trapped in reverse gravity)
Crystalline Shieldbearer 13: DEAD
Crystalline Shieldbearer 14: DEAD
Crystalline Shieldbearer 15: DEAD
Crystalline Shieldbearer 16: DEAD
Crystalline Shieldbearer 17: DEAD
Crystalline Shieldbearer 18: DEAD
Crystalline Shieldbearer 19: DEAD
Crystalline Shieldbearer 20: DEAD
Crystalline Shieldbearer 21: DEAD
Crystalline Shieldbearer 22: 44 damage

Crystalline Swarmers 1: DEAD
Crystalline Swarmers 2: DEAD
Crystalline Swarmers 3: DEAD
Crystalline Swarmers 4: DEAD
Crystalline Swarmers 5: DEAD
Crystalline Swarmers 6: DEAD
Crystalline Swarmers 7: 6/8 left
Crystalline Swarmers 8: 6/8 left
Crystalline Swarmers 9: DEAD
Crystalline Swarmers 10: DEAD
Crystalline Swarmers 11: DEAD
Crystalline Swarmers 12: DEAD
Crystalline Shardling 13: DEAD
Crystalline Shardling 14: DEAD
Crystalline Shardling 15:DEAD
Crystalline Shardling 16: DEAD
Crystalline Shardling 17: DEAD
Crystalline Shardling 18: DEAD
Crystalline Shardling 19: 8/8
Crystalline Shardling 20: 8/8
Crystalline Shardling 21: 8/8
Crystalline Shardling 22: 8/8
Crystalline Shardling 23: 8/8

Halflings

Gopher Greatbarrel: 30 damage
Greta Greatbarrel: 9 damage
Slinger 1: 15 damage
Slinger 2: 7 damage
Slinger 3: 0 damage
Slinger 4: 67 damage
Slinger 5: 68 damage
Slinger 6: 45 damage
Slinger 7: 12 damage
Slinger 8: 40 damage
Slinger 9: 0 damage
Seer: 13 damage

Forcewall: 29 HP remaining

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 225/232 Ki:14/17 CMD: 48 SR: 28]  d20+27=46 ; d20+41=57 ; d20+41=42 ; d20+36=53 ; d20+36=43 ; d20+31=33 ; d20+31=35 ; d20+26=30 ; d20+41=51 ; 2d8+17=22 ; 2d8+17=27 ; 2d8+17=30 ; 2d8+17=31 ; 2d8+17=24 ; 2d8+17=33 ; 2d8+17=28 ; 2d8+17=29 ;
Friday March 30th, 2018 1:06:36 PM

Garret feels the healing flow over him and says over the ring, “Why thank you, Sesha, that bleeding was starting to get annoying…though these darn pieces of crystal that keep showing up are annoying, too.” He proceeds to reach out and grab each of the shardlings one after another, again crushing them in his hands and letting the dust fall to the ground.

OOC:
Reflex save (DC23): 46, improved evasion: no damage
Flurry on all 8 shardlings: AC/Dam: 57/22 42/27 53/30 43/31 33/24 35/33 30/28 51/29

Note: Garret does have a ring of freedom of movement, so cannot be grappled.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.
Inspiring Courage: All allies within earshot a +2 competence bonus to attack and weapon damage rolls.


Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)241/268, Blindsense 60' Character  d6=3 ; d6=2 ; d6=2 ; d6=3 ; d6=5 ; d6=6 ; d6=6 ; d6=6 ; d6=4 ; d6=1 ; d6=4 ; d6=4 ; d6=6 ; d6=6 ; d6=4 ; d20=1 ; d20=16 ; d20=8 ; d20=9 ; d20=8 ; d20=5 ; d20=3 ; d20=12 ; d20=19 ; d20=7 ; d20=20 ; d20=9 ; d20+22=24 ; d20+24=31 ; d20+24=29 ; d20+24=42 ; d20+32=52 ; d20+32=48 ; d20+32=33 ; d20+32=52 ; d20+32=40 ; d20+32=51 ; d20+32=34 ; d20+32=36 ; d20+32=52 ; 2d6+24=32 ; 2d6+24=30 ; 2d6+24=31 ; d8+23=27 ; d8+23=27 ; d8+23=31 ; d6+23=25 ; d6+23=27 ; d6+23=28 ;
Friday March 30th, 2018 1:49:38 PM

(Ignore everything before the d20+22 roll, no clue why those were made. my computer is fritzing out.)

Zane easily avoids the exploding shards, taking no damage. His mind is strong enough to refuse to take some of the mental damage, taking 14,11,11. (taken from HP gained with dragon form)
Zane then attacks them again, starting with one he didn't kill the last round.

Bite AC 52 (36 confirm) Damage 34 (+32 if Crit) (forgot bard song on bite & haste)
Claw AC 48 Damage 27
Claw AC 33 Damage 27
Wing AC 52 (52 confirm) Damage 25 (+27 if crit)
Wing AC 40 Damage 28
Tail AC 51 Damage 31
Haste AC 34 Damage 33

(Ok, who broke the dice roller.... that was like 3 nat 20's)

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20+29=36 ; d20+29=42 ; d20+29=33 ; d20+24=41 ; d20+19=38 ; d20+14=22 ; d8+17=21 ; d8+17=24 ; d8+17=20 ; d8+17=24 ; d8+17=20 ; d8+17=25 ; d8+17=23 ; 2d6=7 ; 2d6=3 ; 2d6=7 ; 2d6=7 ; 2d6=3 ; 2d6=9 ; 2d6=6 ; d6=1 ; d6=6 ; d6=1 ; d6=2 ; d6=5 ; d6=2 ; d6=2 ;
Friday March 30th, 2018 3:58:56 PM

"As you will," Wyaar says over the ring to Sesha and fires more arrows to help mop up.

~~~~~~~

Full attack to bearer 6, moving up numerically

Attack 1: Hit AC 36, 45 piercing, 10 shocking/ice, 7 fire
Attack 2: Hit AC 41, 20 piercing, 7 shocking/ice, 1 fire
Attack 3: Hit AC 38, 24 piercing, 7 shocking/ice, 2 fire
Attack 4: Hit AC 22. 20 piercing, 3 shocking/ice, 2 fire
Rapidshot: Hit AC 42, 25 piercing, 9 shocking/ice, 5 fire
Haste Attack: Hit AC 33, 23 piercing, 6 shocking/ice, 2 fire

Apparently forgot to hit submit yesterday

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Friday March 30th, 2018 8:54:13 PM


Sesha delays, waiting to see if anyone takes a significant amount of damage. (more than 20).

If so, she uses spectral hand to heal them with an appropriate level of healing spell. (tbd).

Her witchfire makes Wyar invisible.

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23  d20+8=14 ; d20+29=37 ; d20+24=41 ; d20+19=26 ; 4d6+23=33 ; 4d6+23=36 ; 4d6+23=40 ; 4d6+23=40 ; d20+25=41 ; d20+25=44 ; 2d8+9=14 ; 2d8+9=17 ; d8=8 ;
Friday March 30th, 2018 10:32:22 PM

Beri looks around and the tides appear to have tunred in their favor. Not a moment too soon, as the giant is starting to look a little worse for the wear.

***Storm Giant***
The constant barrage of exploding crystal has left the taken it's toll on the giant, and his movements appear to have slowed down. Nevertheless, his sword contineus it's dane crashing upone the remaining attackers.

Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

SG 1E- hp 106
attack 1 =37
Damage 1 = 36

attack 2 = 41
Damage 2 = 40

attack 3 =25
Damage 3 =40
***

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

***Elder Earth Elemental 1, HP = 177***
The earth elemental continues to aid the giant, attacking anything in range.

Slam 1 =41 +1 for air born -42
Damage 1 = 14

Slam 2 =44 +1 for airborn = 45
Damage 2 = 17
***

***current druid Form- Huge Air Elemental***
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

***Active spells***
reverse gravity- 12 rounds
whirlwind- 13 rounds
summon storm giant = 14 rounds
summon elder air elemental = 15 rounds
faerie fire=18 minutes

Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22  10d6=30 ; d20=16 ; d20+16=36 ;
Sunday April 1st, 2018 9:04:51 AM

Restlin does his best to corral a bunch of the shardlings together before blasting them all with another fireball.

***

Move: Run around trying to get more shardlings to come after him.
Standard: Fireball the lot. Reflex save DC 36 for half

AC is 34/25/29 this round. CMD is 36.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d8=5 ;
Sunday April 1st, 2018 10:37:36 AM

The azata keeps up the routine under Tink's watchful gaze.

Zane is healed for another 10pts
The Inspire Courage performance continues

OOC: Apologies for the short post. At parents place for the weekend


Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d20+15=31 ; d100=63 ; d20+19=27 ; d20+19=34 ; d20+19=36 ; d20+15=24 ; d20+15=29 ; d20+12=13 ; d20+12=27 ; 2d8=12 ; 2d8=11 ; d8=6 ; d8=1 ; d8=4 ; d8=2 ; d8=3 ; d20+21=35 ; 2d8=8 ; 2d8=7 ; 2d6=6 ; 2d6=2 ; d3=1 ; 4d6=13 ; 4d6=11 ; 4d6=10 ; 4d6=12 ; 4d6=20 ; 4d6=14 ; 4d6=6 ;
Monday April 2nd, 2018 12:57:56 AM

The Golem explodes in front of me and I brace myself for the impact, the wave of force washing over me and dissipating. Quickly I brush the dust from my fur. Blink, Blur, and Damage Reduction negating all other negative effect of the explosion.

As the Shardlings swarm around I continue my onslaught, the flurried actions deadly and precise.

Actions attack the closest shardling until dead and move onto the next.
-------------
Main Hand Atk 1 with bastard sword hit AC 27 for 20 +8 sneak = 28dmg
Off Hand Atk 1 with armor spike hit AC 34 for 16 +13 sneak = 29dmg
Nat Horn Atk Hit AC 36 for 9 +11 sneak = 28=20dmg
Main Hand Atk 2 with bastard sword hit AC 24 for 19 +10 sneak = 29dmg
Off Hand Atk 2 with armor spike hit AC 29 for 12 +12 sneak = 24dmg
Main Hand Atk 3 with bastard sword hit AC 10 for 19 +20 sneak = 39dmg
Off Hand Atk 3 with armor spike hit AC 27 for 11 +14 sneak = 25dmg
Extra Atk from Haste with bastard sword hit ac 35 for 15 +6 sneak = 21dmg

Reflex save for 1/2 dmg = 31 (Pass)
Roll for miss chance from blink = 63 (fail, no change)
1/2 dmg from blink. -10 dmg negated from DR= 0

Highlight to display spoiler: {Blink
Blur
Scarab of protection
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.
resist energy - fire
protection from energy - acid
resist energy - acid (from Sesha)

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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

DM Mitch 
Monday April 2nd, 2018 7:47:00 AM

Garett looks for more shardlings to crush, but all the nearby ones are dead, killed by the other halflings. The only remaining ones are either floating in the antigravity or running around futilely trying to reach the group through Restlin’s Repulsion. Unless he wants to jump into the field or activate a flight ability he cannot reach any valid targets.

Zane tanks the damage from the shieldbearers and returns the favor, killing two more. His reach protects him from the explosions.

Wyarr’s arrows clear out a few more shieldbearers.

Sesha prepared to cast a healing spell in case it’s needed while her witchfire continues to make people invisible.

Beri notes that his summoned giant is looking rather injured, but that otherwise the fight seems to have turned in their favor.

Restlin continues his shardling herding.

Tink has her summons continue to play magical music and heals Zane a bit.

With almost all of the remaining enemies out of spell casts and trapped in the reverse gravity for several more rounds the heroes are able to easily clean up the rest of the fight.

The halflings seem almost stunned at the fight’s end, like they didn’t really expect to survive. After a few moments of hard breathing and silence Gopher suddenly yells out, ”Enough sitting around, we got work to do people! Yojen, Tesire, check on the folks in the ship. Xanhace, Barlos, check the ship and see how bad the damage is! Slywise, Gopos, start treating the wounded!”

As he calls out names the other halflings start and start milling about, sheathing weapons and hurriedly starting to work on the tasks assigned to them. Turning to the nearby seer he says, quietly, (Perception DC 20 to overhear, only Zane, Bosk, Sehsa, and Garett) Highlight to display spoiler: {”Greta… we’d better start accounting for the dead for burial. Keep the other’s busy for now, there’ll be time to grieve when we’re safely away.”}

All of the necessary commands given, he turns to the nearby Dragons. ”I’m mighty grateful to you strangers for lending a hand. Without you we’d all be dead now. We’ve a lot of stuff to do, but if you’ve got the time we’d like to at least treat you to breakfast once we’ve taken stock of the damage.”

(DM NOTE: All of the constructs were supposed to spread Sargrass Sickness on physical attacks/damage. That includes the explosions. However, between all the new spells flying, the many things to keep track of, and the huge number of creatures we forgot to make people make saves.

So! What we’re doing is that everyone who got hit makes 1 save and we’ll just forget about the myriad of other saves that may have been required. Garret and Sesha make a save at DC 40 because the giant hit you with ranged attacks. Bosk needs to save at DC 30. Everyone else either never got hit or only got hit by psionic attacks.

All saves are Fortitude)


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22  d6=2 ; d6=5 ;
Monday April 2nd, 2018 9:55:24 AM

"Breakfast? Well, you've made Garret's day. I'm Restlin, Mendicant of Wardd. We're the Iron Dragons out of Hook City."

Restlin realizes something. "Hey, how are you folks here, anyway? Have you been stuck in this place since Maab saved it and stuck it in its own plane?"

Restlin will channel his meager healing energy on the wounded. Seems like the right thing to do, even if it's not much. 7 healing total. "Sorry, most of my magic is used for hurting, not healing."

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 225/232 Ki:14/17 CMD: 48 SR: 28]  d20+26=35 ; d20+34=40 ;
Monday April 2nd, 2018 11:26:50 AM

Garret spins a couple more times in the air before he realizes that there are no more exploding monsters in range. He looks around, surprised that the battle has ended. He flies over to Gopher at the mention of breakfast and says, "Indeed, it does seem to be past time to eat already. But yes, of course, we need to take stock of things here. I am Garret Goodbarrel, at your service!"

OOC:
Fort save: 35, but Garret is immune to poison and disease (Diamond body & Purity of body).
Perception: 40.

Hasted: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
Battlecry: +1 morale bonus to attack rolls, skill checks, and saves
Greater Magic Weapon: +5 attack and damage rolls
Weave elements, Air: Blur (20% miss chance), Fly 60’, Air mastery: while in air all opponents get -1 to hit and damage
Heroes Feast: 17 Temp HP, +1 attack rolls & will saves; +4 saves vs poison and fear
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.
Inspiring Courage: All allies within earshot a +2 competence bonus to attack and weapon damage rolls.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  9d6=29 ;
Monday April 2nd, 2018 11:43:14 AM

Wyaar flies about to gather up the arrows he can find before moving to be with the others, "I am Wyaar, Paladin of Maab. If your people need more healing (after Restlin's) gather them close and we will tend to them"

~~~~~~~

channel energy to heal 29 HP once everyone that needs it is gathered

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33]  d20+30=34 ;
Monday April 2nd, 2018 12:39:18 PM


With the fight ended, Sesha finally had a chance to tend to her own wounds. She felt feverish, cold with chill, and light in her head.

"I'm diseased. If anyone else starts feeling unwell, let me know.", she states emphatically over the link. She lets the effects linger for a moment or two more, then cleanses the disease from her body.

(Cleanse ability used, 4/5 remaining)



Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character  d20+7=26 ;
Monday April 2nd, 2018 1:30:56 PM

Still in dragon form, Zane flies over to the ship, and starts inspecting it, both for damage as well as anything that looks out of place.

Profession: Seaman (sailor) 26

He'll relay anything to the rest with the ring, he will also try to be in Restlin's range when/if he channels to heal.

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Monday April 2nd, 2018 10:10:13 PM

The druid thanks his elemental and storm giant for there service before dismissing them. He then descends to the ship where the others are gathered and returns to his human form.
Queen Maab must have been watching out for you, these plains are large and we only happened to stumble upon you when we did due to some unexplainable detour we found ourselves on. I only wish we had found you a few minutes sooner.

Where are my manners, I am Beriothian Galanodel, druid of the Hook City Iron Dragons and servant of Queen Maab.

The druid bows before the halflings, and takes them up on their offer of breakfast, hoping that halflings like their coffee strong.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Monday April 2nd, 2018 10:13:50 PM


Sesha lands herself, making sure to keep her broom in hand for now. She takes a quick look around.

"Anyone still hurt? I can help."

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d20+18=30 ;
Tuesday April 3rd, 2018 12:24:03 AM

I feel the sickness in my wounds, but just manage to push it back. I hope that is the last of those things. I do not know how much longer I can keep avoiding this plague. How is everyone else doing? Anyone effected besides Sesha? Anyone need healing?

Over the ring I add, Not sure if this matters, but Gopher just said, ”Greta… we’d better start accounting for the dead for burial. Keep the other’s busy for now, there’ll be time to grieve when we’re safely away.” I am going to offer the my services.

Assuming no one in our group object I approach Gopher and the Seer. My name is Bosk DeOx, Eye of Gargul. If you want I can help with any burial services and offer my intersessions to Gargul.


(Perception check is an auto pass)

DM Mitch 
Tuesday April 3rd, 2018 5:47:25 AM

Restlin asks about breakfast saying it would make Garret’s day. He then introduces himself and the party. He also asks about the halfling’s circumstances before channeling what little healing energy he can.

Garret spins through the air a couple of times not quite believing the battle is over before flying down to Gopher saying it is past time to eat and to introduce himself.

Wyaar finds a single remaining arrow before introducing himself and supplementing Restlin’s healing.

Sesha purges the the disease from her body and offers this service to the others. She lands keeping a hand on her broom.

Zane in dragon form flies over to the ship and starts inspecting the ship for damage and if anything looks out of place. He tells the others what he finds.

Beri thanks the summons for their service before dismissing them. He then tells the halflings Ma’ab must have been watching over them before introducing himself.

Bosk overhears Gopher’s whisper, shares it with the rest of the group, and offers his services as a priest of Gargul.

Gopher shrugs off Restlin’s question. ”I don’t know, I was just a boy at the time and I’ve had more important things to worry about when I got older.”

Upon hearing Garett’s name he grunts, surprised. ”Goodbarrel? Maybe we’re distant relatives. Or it could be a coincidence.”

To the various offers of healing he says ”Thank you kindly for the offer. A couple of my folks should be setting up a triage center now.”

To Bosk, ”Gargul huh? It’s been a while since I’ve seen a death priest. I appreciate any intercessions, but we’ll handle the services ourselves. We’ve got our own customs here on the Sargrass that I doubt you’re familiar with.”

Gopher excuses himself and goes to oversee his clan as they recover from the attack. The halflings have divided into several groups. Gopher is leading the majority, who are swarming all over the ship checking the damage and doing repairs. Long ropes are being attached to it, presumably so they can pull it back upright which will be a tough job.

One of the seers and a few assistants that have laid out a blanket and medical supplies and are treating a long line of wounded. A few of the more badly injured Halfllings can’t help with the other tasks and are sitting around, some looking shell shocked, others looking bored or antsy with their inactivity. If you have any questions they might be able to answer them.

A final group is searching the grasses for the dead, gathering them up in a secluded area of stamped down grass away from the rest of the clan.


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday April 3rd, 2018 7:47:10 AM

Tink looks over the dead bodies/pieces, kicking a few of the smaller shards to ensure everything is 'dead'.

For the time being however she remains silent. She'd like to know a bit more about how these halflings came into such a predicament but now didn't seem the time to pry too deeply.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Tuesday April 3rd, 2018 9:48:40 AM

Restlin cozys up to Sesha, putting the back of his hand against her head. "Feeling better, love? You look quite a beating back there."

He pauses a moment, watching the industrious halflings go about their business. "I've made it a point to not always fly to your rescue when we're in combat and things start beating on you. You can probably take more of what our enemies can dish out than I can, and I imagine you'd find it insulting if I did so. I've thought about what would be a trigger for me jumping in and 'rescuing' you, but so far it hasn't come up." He slips an arm around her shoulder. "Glad to see you're ok, though. Me not flying to your rescue doesn't mean I don't worry."

When the moment's passed, he goes and checks on the wounded. "So, are things like those gem creatures common? I don't know a lot about the Sargrass, but I've never heard of things like that before."

Over the link:

"Wait, didn't Bosk say something about some dude in a window?"

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 225/232 Ki:14/17 CMD: 48 SR: 28] 
Tuesday April 3rd, 2018 11:25:35 AM

Garret sees the others get to work and quickly joins in the repair of the ship, eyes peeled for any snacks that might have appeared.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Tuesday April 3rd, 2018 7:18:00 PM

*Just before I became a dragon, he took a seat in the window near where I went to guard those taking refuge in the ship. I can probably remember what he looked like if I need to."
Zane makes it a point in searching the stern for the name of the ship.



Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Tuesday April 3rd, 2018 9:10:17 PM

The druid watches the halflings prepare the ropes around the ship, but a ship that size is going to take a lot to get off it's side and be usable again.

Do you need a hand getting your ship upright again? I may not be much in this form, but I can transform into a Rapke and we'll get this thing righted in no time.

By the way, what direction are you heading? If we happen to be heading in the same direction we'd be happy to provide an escort for as long as we can.


Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 4th, 2018 12:11:21 AM

I nod as my help is turned down. Everyone has their own traditions, and Gargul respects that. Let me know if there is anything I can do.

Over the ring I respond, Yes. I cannot explain it. One particularly curious fellow perched in the sideways window to watch the combat. Something about it struck me as odd, but I cannot say why.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+26=39 ;
Wednesday April 4th, 2018 7:23:47 AM

Once she has finished doing the rounds with the shattered shards, Tink joins in on the inspection of the vessel. She has a mending spell prepared and a whole ton of crafting abilities/skills should repairs be needed.

Tink will listen in on the conversations but not add to them just yet

Sense Motive: 39

DM Mitch 
Wednesday April 4th, 2018 7:27:44 AM

Tink examines the destroyed crystalline creatures. They seem like they’re made of the same crystal that crashed into Hook City, though this variation seems to have bloodgrass growing directly out of it. It seems inert, giving off only a faint residue of magic and the grass hanging limp.

Restlin converses wish Sesha, telling her that he tries to not white night, but that doesn’t stop him from worrying. Quizzing a injured halfling, he’s told ”We’ve never seen anything like them before. A few days ago we started running across big pillars of that red crystal and we’ve been trying to avoid them. I guess we got a little too close, cause one suddenly jumped up and attacked us! Killed the helmsman with one throw and we slammed into the ground, then those little ones start swarming up from all over.” he shudders at the fresh memory.

Rest also asks about the halfling Zane mentioned in the window.

Garett joins in the ship repair and keeps his eye out for any food.

Zane explains that he saw and mentions that he could probably find the halfling again if need be. Searching for the name of the ship he doesn’t see it on the prow, but if he asks anyone or even just listens in on the repair crew he can easily learn that it’s called “Grasshopper”.

Beri offers his services in righting the ship. He also inquires as to what direction the halflings are going. Gopher answers, ”Strait east. We’ve been trying to find a bolthole for a few days, those crystal pillar things seem to have set up a ring around the area. Finally we risked trying to rush past, and you can see how well that went. Somehow I doubt you’re going the same way. You seem the heroic type and I’m guessing you didn’t just happen along. Keep going west and you’ll find whatever these things are boxing in. Or guarding.”

Bosk nods to Gopher’s response and tells him to let him know if there's anything he can do. He also brings up the halfling in the window, mentioning he finds it odd.

With Beri’s help, the Halflings manage to right the ship. The repairmen patch up what they can to make the vessel seaworthy… grassworthy? Again. It doesn’t look pretty but there will be time for that later. The healers, halfling and dragon alike, manage to patch up all the wounded as well.

With the immediate needs taken care off the halflings start to prepare for the funeral. Apparently that involves a lavish feast. Almost all of the halflings disappear into the ship, only for half of them to come out with long, flat wooden slabs that unfold into tables upon which colorful tableclothes are thrown. Dishes and silverware are spread out, enough for everyone there. They’re mostly dented metal or cracked wood, though a few surviving pottery dishes made it through the unexpected crash intact. Meanwhile smoke and incredibly appetizing smells come from all of the windows, portholes, and doorways that lead into the center of the ship, hinting at the delectable food being prepared below.

A quick look around and it’s easy to locate the halfling window-watcher. She’s sitting in the crow’s nest, sling in her lap, waving her feet back and forth as she turns her head back and forth watching out for any further danger.. Now that you can get a clear look at her she’s obviously a child not quite in her teens.


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Wednesday April 4th, 2018 9:41:34 AM

Restlin figures Tink or Sesha would be much better suited to talking to the girl than he would, so he avoids making any kind of contact other than casual glances. He follows Garret, smacking his hand away from the food as it's prepared.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Wednesday April 4th, 2018 9:43:30 AM

Not much use in reparing a ship, Wyaar wil instead off to help with the outside preparations for the feast, table setting and such.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Wednesday April 4th, 2018 9:58:56 AM


Sesha looks at the girl, then back at Tink.

"I'll leave this one to you."

She whispers to Restlin.

"We are already obviously outsiders, and I don't know how tribal halflings are to be honest. Do they prefer their own company? And two...", she snuggles back into his embrace. "..you don't often admit that you worry, so I'll sit here in this moment, thank-you-very-much."

Sesha rubs her temples. She still had a slight headache, but things were quickly becoming all better.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Wednesday April 4th, 2018 11:42:42 AM

Garret quickly catches wind of the pleasant smells and almost runs below decks to check out the food and preparations, of course looking for "free samples" wherever he can find them...

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Wednesday April 4th, 2018 12:29:22 PM

Zane helps out with rigging, and catching sight of the young girl, he'll work his way up the mast, all the while double checking the ropes and other parts. He figures his weight will alert where repairs are needed from hidden damage that might not show up until some sort of strain from another emergency.
As he approaches the crows nest, 'Hey there, I'm Zane Stormfront, what's your name?
You live aboard the Grasshopper all the time or are you just moving to a new home?
I myself was born on board a ship, but that ship was a seafaring vessel, not a Sargrass Sailor like yours is."


Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Wednesday April 4th, 2018 9:22:54 PM

A slow, steady pull and the ship is up righted. Beri returns once again to his human form.
It looks like they are preparing some sort of memorial dinner. Does anyone happen to know if this is somber affair, or one where they celebrate a life well lived and revel in the memories of their lost companions? I would hate to assume incorrectly and come off as disrespectful... though I suppose that will be easy enough to determine as soon as people start talking.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+26=43 ;
Wednesday April 4th, 2018 10:16:55 PM

Tink gives an acknowledging nod to Sesha. She looks to the other halflings present before making her way up to the crows nest. It's quite possible that one of the elders here wouldn't appreciate an unfamiliar halfling approaching one of their young. She approaches within eyesight of the young girl. Surprising her from behind could cause a scare.

"Hi there" Tink gives a welcoming smile to the girl "Keeping watch I take it". She'll perch herself on the side of the crows nest and look out over the grass. "I'm Tink"

She has a few other questions and tricks up her sleeve but doesn't want to pressure the girl too early. Best move at her pace.

Sense Motive: 43

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+24=42 ; d20+17=32 ;
Wednesday April 4th, 2018 10:18:38 PM

Knowl checks to get a better feel for the halflings and their ritual

Knowl Local: 42
Knowl Religion: 32


Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 4th, 2018 10:38:56 PM

I glance up at the sun, trying to gauge the time. We will want to set up our own watch tonight, and prepare our spells. Tink, can you ask them what we can expect up ahead as war as terrain and enemies?

As the others prepare I take out my Spatula of Corpse Retrival and collect some the the slain enemies and put them in one of my reliquaries (holy symbols).
(Bosk saves these as souvenirs and occasionally for spell components or use in a tauric totem bag.

DM Mitch 
Thursday April 5th, 2018 7:24:26 AM

Restlin figures Tink or Sesha would be better suited talking to the girl so he follows after Garret smacking the halfling’s hand away from the food as it is being prepared.

Wyaar offers to help preparing the feast or with the table settings.

Sesha tells Tink she’ll leave the girl to her then points out they don’t know much about tribal halflings before thanking Restlin for his concern.

Garret catches wind of the pleasant smells and then almost runs below deck trying to get some free samples.

Zane helps with the rigging. He works his way up to the girl and introduces himself, asks her about the grasshopper and then offers up a bit about his past.

Beri returns to his humanoid form and wonders if the feast will be a somber affair or a celebration.

Tink acknowledges Sesha’s message and goes up to talk to the halfling girl. She can tell the girl is a little intimidated by the powerful strangers coming up to see her, but is trying hard not to let it show and put on a brave face.

Bosk suggests they ask about terrain and enemies that might be up ahead. He also retrieves some of the tiny shards of the slain constructs.

The hafllings start to bring out appetizers. Breadsticks, chips, fruit, and small nuts fill the table and hungry halflings munch while they wait for the main courses to finish. Several of the dragons are informed by various halflings that they are to sit in a place of honor, an upraised table that might actually be tall enough for the medium sized party members to sit at comfortably; most of the tables are halfling sized.

The little girl cranes her neck trying to look up at Zane. ”I’m Hilgrace. We’ve always lived on Grasshopper. 16 generations of proud Greatbarrels have sailed the grass on this fine vessel.” she sounds like she’s quoting on of her elders, maybe even a history lesson.

When Tink joins them Hilgrace seems relieved to have someone to look at that won’t require neck straining. ”I’m a warrior in training!” she explains proudly. ”Our job is to watch out for danger at all times! I’m not going to let my brothers and cousins get eaten by monsters.”


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Thursday April 5th, 2018 10:29:57 AM

Restlin is relieved the "dude in the window" was just a halfling warrior in training. He was pretty sure the Iron Dragons would have to track down and destroy some mastermind behind these gem things. He's less thrilled about finding out they'll need to go through more of those gem things to get to where they're going.

The Greatbarrels seem like good folk, though. He really hopes whatever the Manfri are planning doesn't destroy this place.

...wait, 16 generations? Does that mean they were there before the Sargrass vanished, or does time move differently in this pocket plane they're in?

Or does Restlin's handler have a poor grasp on how long the Sargrass has been gone?

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Thursday April 5th, 2018 12:11:25 PM

When the head table is set out and the Iron Dragons are told to sit there, one might notice the lack of a certain Iron Dragon halfling in his seat. Looking around at the group of halflings, it might take a moment to notice that Garret has already taken a seat at the end of a table near the entrance to the kitchen and he is spending most of his time checking out each item that comes out of the kitchen, often grabbing a quick sample off each platter before it even makes it to the table. He seems quite oblivious to the head table and the gathering of the other Dragons there.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Thursday April 5th, 2018 1:26:29 PM

"Are the Greatbarrels any relation to you, Garret? Through the Betterbarrels?" Wyaar asks through the ring before setling down to accept the appetizers and offers of hospitality. "16 generations on the Sargrass perhaps? before it was moved?"

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Thursday April 5th, 2018 5:06:14 PM

Zane says, "Being a lookout is a good place to begin your education in becoming a guardian. Just remember to begin each sweep of you eyes across the Sargrass, that you should always begin near the ship and then work your way out to the horizon. If you were to do the reverse, you might not spot a threat that popped up near by before it's already upon the ship. When I was younger I spent many a day in the crow's nest myself. Not on my Mother's ship, but a number of others that I crewed upon. More recently, I've been the one giving orders or at least as a honored guest on a few others.
You'll find most commanders, will want to have their own eyes on any threat, so expect them to ascend up here to see for themselves. I'll bring up a large plate of food for you, if you want, that way you can keep your watch. I doubt that very much will bother us, at least until we are ready to head out.
Oh, since you are on lookout duty, you wouldn't have seen a strange cloud or wind formation near the center of the area your family traveled would you?"


Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Thursday April 5th, 2018 5:07:03 PM

There's quite a bit of socializing happening, and Sesha is fairly exhausted from the fight. She expelled a lot of magic in the last hour, so she's happy to smile, nod, and be polite, be she doesn't push for much information on her own.



Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Thursday April 5th, 2018 9:27:06 PM

Beriothian sits down and joins in the feast. It won't be long until they have to start their hunt for the magical wind again... but if these people have been here for 16 generations, surely they've at least heard rumors about what they are looking for.
We are new to this area, have you heard any tales of magical wind in this area, or of any magical beasts that roam close by hear that we should be on the lookout for?

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Thursday April 5th, 2018 10:02:16 PM

As the feast is prepared I offer a gallon of ale, some candy, cider and sponge cake as my contribution. You all fought bravely today. The minotaurs I come from respect those who fight bravely. There it is said that you cannot truly know or trust someone until they fight beside you in battle. That is where a person's true character comes out, and today you all showed yourselves a brave and honorable people.

DM Mitch 
Friday April 6th, 2018 3:49:14 AM

Restlin is relieved that the person in the window was just a halfling warrior in training. He figures they’ll have to go through whoever created the gem golems and ponders the Great Barrels, their 16 generations and what that amount of time means.

Garret eschews the place of honor at the head table to sit at a normal halfling table by the doors to the kitchen. He samples the dishes as they come out.

Wyaar asks Garret if the Greatbarrels are any relation of his perhaps through the Betterbarrels.

Zane gives Hilgrace some pointers and offers to bring her up some food so her watch will not be disturbed. He also asks her about wind or strange cloud formations.

Sesha is fairly exhausted from the last fight so she’s happy to smile, nod and be polite.

Beri sits down and joins the feast he thinks of their clan’s long history in the Sargrass and asks about rumors of a magical wind or magical beasts.

Bosk adds ale, candy, cider and sponge cake to the feast and tells the Greatbarrels they all fought bravely this day and exhibited true character.

The first couple of halflings Beri questions have no idea what he’s talking about. If he really wants to learn anything he’ll have to make a concerted effort to find someone who knows and feels like talking (make a DC 15 gather information check (diplomacy)).

The halflings happily accept Bosk’s offered food and the feast begins in earnest. As dish after dish emerges from the kitchens the Halflings eagerly dig in and start telling tells of the dead. There seems to be a particular focus on the most ridiculous and amusing things that ever happened to those being honored. One halfling tells Garret a long, rambling tale about how his cousin Gopher (”Not THE Gopher, his nephew”) found a beehive on one of the rare tree’s on the plains and insisted they bring honey back from it. Much hilarity ensued.

Overall there’s a lot of laughter and a lot of tears as the halflings remember those they’ve lost. While the Dragons were given a table of honor to sit at, none of the halflings stay sitting for long, wandering from table to table to find the food they want or the person who’s story they want to listen to. No one seems to expect the Dragons to stay still either, and they get several invitations to other tables because ”You just have to hear Autie Bertha’s story about the rhubarb pie!’

Up in the crow’s nest Hilgrace declines the offer of food. ”Someone will come up and relieve me so I can enjoy the feast.” Upon being asked about clouds it becomes clear that they’ve made a mistake, because cloud are apparently Hilgrace’s passion. She tells Zane and Sesha about every funny looking cloud she’s ever seen, from the rabbit shaped thunderhead to the little thin ones that look like lava, which she particularly enjoys. She goes on and on about it for so long it becomes apparent that she has probably not been paying enough attention to the ground on her guard shifts.


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Friday April 6th, 2018 6:39:18 AM

Tink grins at Hilgrace. A child should have their head in the clouds and looking up to the future. It's not a good idea, however, for that child to be relied upon as the lookout.

Tink takes a look around at those below to see if anyone else is keeping an eye out for trouble or whether the fate of all these halflings relies on the skills of a young girl.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Friday April 6th, 2018 9:41:24 AM

Restlin has spent many, many evenings in worse company than this. It's a fitting end to the day. He's careful to subdue his innate desire to make himself center of attention when stories are being told. He understands this is their form of honoring the dead, not just a time to swap stories.

He watches Tink watch the young girl, curious to see if their Justicar will decide to stick her nose in. Any people who can survive as nomads on the Sargrass for this long are tough cookies.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Friday April 6th, 2018 2:02:28 PM

Garret communicates over the ring to Wyarr, “I think we might be related somewhere, but I’m still gathering food…I mean, information!”

Garret listens to the stories gleefully, stuffing his face while nodding. He really gets into the story about cousin Gopher and the beehive. He laughs and listens a lot. He moves a little to catch some more stories, but stays within reach of food from the kitchen.

At some point, even Garret finally feels himself to be full. He loosens up the rope he still uses as a belt and leans back in a chair. He lets out a belch loud enough to be heard back in Hook City, then smiles from ear to ear.


Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33]  d20+20=33 ;
Friday April 6th, 2018 6:59:32 PM


Having eaten a little, Sesha mounts up on her broom and takes to the air. She flies wide, lazy circles in the sky, keeping an eye out for threats that might be a little further on the horizon than the lookouts can spot.

Perception: 33

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23  d20+1=19 ;
Friday April 6th, 2018 9:12:23 PM

As everyone starts to loosen up, the druid takes a pint of ale and joins in the conversation.
He joins in the tale telling and merrymaking, prodding for information and rumors when the situation presents. There are plenty of stories, hopefully one of them will provide some useful information.

Gather Information = 19

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Sunday April 8th, 2018 9:33:10 PM

Zane leaves the girl to her watching.... He spends some time mingling and searches around for the Captain, he has some business to discuss with him or her.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Sunday April 8th, 2018 9:44:24 PM

Tink enjoys the peace and quiet up in the crows nest. She tries not to disturb the girl

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Sunday April 8th, 2018 11:08:10 PM

I look around and see Tink up in the crow's nest and Sesha on her broom and am relieved to see someone from our party where they can keep an eye out for danger. Seeing that they have things under control I allow myself to be guided from party to party to listen to the various parties tell their tales. I do my best to keep an ear out for anything related to our quest or the wind.



DM Mitch 
Monday April 9th, 2018 6:33:49 AM

Tink grins at Hilgrace, reflecting that a child’s head should be in the clouds and on the future but should not be counted on as the sole lookout. She is relieved to notice other lookouts at strategic points of the gathering. She then enjoys the peace and quiet of the crow’s nest.

Restlin has spent many an evening in company worse than this. He figures it’s a fitting end to the day they’ve had and resists the urge to make himself the center of attention when the tales are being told. He’s curious to see how Tink will interact with the girl in the crow’s nest.

Garret tells Wyaar he thinks he might be related but he’s still gathering food errr information. The halfling enjoys the stories and company of his potentially distantly related kin and eventually when he’s had his fill of food and stories he loosens his rope belt, lets loose a loud belch and grins from ear to ear.

Sesha takes to the air on her broom looking for other threats after having eaten some of the feast. Aside from 2 reptilian creatures giving the gathering of Iron Dragons and halflings a wide berth their don’t seem to be any threats in the area.

Beri grabs a pint of ale and joins in the conversation hoping to glean something useful. Beri’s hears of rapkes and tall men some creatures native to the Sargrass. A particularly old halfling woman tells a tale of queen ma’ab taking powerful items and suspending them in case of future need. Supposedly many ventured in search of these items for their own gain only to find their own ruin. Perhaps the first wind is one of these items that Ma’ab hid away? If so how many souls were ruined looking for it before you.

Zane leaves the girl to her watching, and sets out to find the captain. Zane learns that the job of captaining the Grasshopper rotates between the elders of the tribe. Right now it is Gopher’s turn to captain the ship. “What can I do for you?” Gopher asks Zane.

Bosk is relieved to see Sesha and Tink keeping watch so he goes around the party socializing. (OOC: Make a DC 15 Diplomacy check to gather information)

The party continues further into the morning.


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+11=31 ;
Monday April 9th, 2018 6:50:03 AM

"Hey, that one looks a little like Garret" Tink says pointing to a large fluffy cloud.

She looks over Hilgrace more closely to see if she shows any signs of being injured, scars from previous injuries, and basically trying to get a feel for the girl's health. She isn't planning to judge the family or their care for the girl - simply get a feel for how hazardous a life she leads.

Heal: 31

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Monday April 9th, 2018 11:01:01 AM

Since they just had breakfast, Restlin guesses there's a lot of daylight left. He starts to gently nudge his friends over their empathic link that it's time to move on.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Monday April 9th, 2018 11:46:12 AM

Garret rolls out of his chair and looks for a nice, comfortable pile of rope. As he reclines, he hears Restlin mumble something about moving on. He starts to reply, but instead decides that it is nap time...

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Monday April 9th, 2018 2:02:16 PM

Zane speaks with Gopher, quietly.
"I assume that you keep lookouts. At least that what I think that girl up in the Crows Nest does. I just hope that you keep more than one, heaping the responsibility for your entire families safety on one so young will most likely stunt her growth into a great look out.
I'd recommend keeping to one hour shifts, it'll keep their attention on watching for dangers, rather than daydreaming. I know when I was a youth, everything else other than what I was supposed to be doing drew my attention. But then again, Garin, my primary teacher at the monastery, cured me of it, but since I'm 3 times the size of any of your family, I wouldn't recommend letting a yearling hippo try to eat your learning guard.
I believe Garin said, "If you see it coming, it's less likely to chew your arm off." I paid a lot closer attention after that."


Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Monday April 9th, 2018 9:10:03 PM

Beri listens to the old halfling woman's tale with, eyes wide and soaking in every detail.
I fear that the day Maab forsaw has indeed come at last. Did the tales include any details on what befell the poor souls who went to find these items? Was it their selfish desires that lead to their ruin, or do the tales tell of guards protecting the items Maab has suspended?

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d20+15=28 ; d20+21=38 ;
Monday April 9th, 2018 9:43:33 PM

If you want I can take the late watch. My dark vision will help my spot anything out of place. I can then renew my spells at dawn. As the others enjoy the party I do my best to make small talk and steer the conversation to gather more information.

Diplomacy = 28
Perception = 38 (dark vision, death watch)

DM Mitch 
Tuesday April 10th, 2018 5:34:12 AM

Tink points out a cloud that looks like Garret and then tries to gauge how hazardous is life the Sargrass is. Hilgrace seems like a hale halfling lass. She doesn’t seem to be suffering from any lingering injuries but you literally saw Greta bring people back from the dead so what trouble would be a broken bone be?

Restlin tries to nudge the others over the link that it is time to move on.

Garret ignores this suggestion and curls up amidst some ropes for a nap.

Zane expresses concern over the lookout situation amidst the clan to Gopher. Gopher listens politely and then says, “Hilgrace, is not our only sentry. I’ve posted lookouts there, there, there and there in addition to her.” He moves his hand indicating where the lookouts are and from Zane’s experience the placement seems like a sound one. “Rapke’s are probably fiercer than a hippo and we teach our warriors in training to respect the threats they pose.”

Beri listens intently to the old halfling’s tale. He theorizes that the day Ma’ab foresaw has come and asks what fate befell those who went to look for the items and if the cause was their greed or some guard.

She tells Beri that accordingly to legend magic, traps and guardians were used to protect the suspended items. However, it was said that some traps could sense the intentions of those approaching the item. The monks of the crystal mountain sought out the items so that they alone would be able to dictate how the items could be used. They sent a delegation to one of the rumored sites and no one ever heard from them again. They even hired their own spellcaster mercenaries in case magic was needed, 2 powerful magicians who drew upon the power of fire and ice. Whatever fate befell them even magic couldn’t save them not one of the 6 monks nor their two mages were ever seen alive again.

Bosk offers to take late watch and then tries to make small talk and gather additional information. Bosk hears that supposedly one of the sites where Ma’ab suspended an item is supposedly in a valley between 2 hills decorated with large stones bearing runes and wind chimes suspended by rope. He also hears rumors of powerful spell casters existing who have figured out a way to subvert the power of the blood grass to grant themselves unnaturally long life and additional power. He isn’t sure if the latter is real or something to scare children with but the first bit of information could be promising.

The food is mostly consumed and the flow of stories is finally starting to slow. Greta interrupts Gopher’s chat with Zane. ”It’s time. she tells him. Nodding and excusing himself, he advances to the front of the ship to look down at the party now winding down.

”Brothers, sisters.” he calls out loudly. Immediately everyone turns their attention to him. ”We have feasted in honor of the fallen and told tales of remembrance of their time on the Wold. Now is the time to see them off on their journey in the next world and go our separate ways.”

Gopher and Geta lead the gathered halflings and Dragons to a pyre’s made of grass. The structures were made with great skill, using several varieties of grass from the plains to make a structure capable of cradling the deceased. There are nearly a dozen dead, perhaps a quarter of Gopher’s clan. From the shocked, sorrowful expressions on many faces it’s evident that until now the full impact of the morning’s events only just now hit for many.

Gopher himself makes no effort to hide his emotions. Tears flow freely down his face as he speaks. ”We have lost many of our number this day. Life on the plains has always been perilous, but rarely have we seen so much tragedy in so short a time. All of us have lost brothers, sisters, children, and friends.” Momentarily overcome, he closes his eyes and bows his head. Looking up, he turns to the dragons. ”Only through the help of Maab’s chosen have we survived this hardship. We all thank you from the bottom of our hearts. Without you, many more would have perished.” He nods his thanks to the dragons and a mutter of other thankful comments comes from the crowd.

He signals another halfling, standing nearby with a torch. With proper solemnity the torch bearer advances and sets one, then the other pyre alite. Greta and the other seer, just behind and to either side of Gopher, start muttering and making small motions, causing a breeze to blow across the pyres and lift the ashes aloft. Knowledge, Arcane DC 23 Highlight to display spoiler: { It’s some variation of Gust of Wind or Wind Wall, providing a sustained breeze. Probably a local spell designed to keep sails full on still days.}

”We now free our family from their worldly forms. May their ashes scatter to the four corners of the plains so that their spirits may journey always across their home as they did in life.”


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday April 10th, 2018 7:54:35 AM

Tink stays silent to show reverence for the fallen. There is nothing she can add to convey her sympathy for the families, nor help the sorrow they all must feel.

She lays a hand on Hilgrace's shoulder to help give her strength.

It's a somber moment that she doesn't wish to interrupt.

Knowl Arcana: Autopass

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Tuesday April 10th, 2018 9:54:27 AM

Restlin stands close to Sesha, solemnly honoring the fallen...right up to the second the ceremony is done. "Ok folks, your heard the man. Time to go our separate ways."

The Mendicant's ready to go whenever.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Tuesday April 10th, 2018 10:23:11 AM

Wyaar remains quietly solemn through the ceremony and nods in agreement to Restlin, "We do need to be off."

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Tuesday April 10th, 2018 11:27:33 AM

Garret wakes up when he hears the announcement and stands with the others. He heads to the rails of the ship to watch and carefully looks at others to see what he is supposed to do. When the others stand reverently, he stands as well, trying to look the part as best as he can. When they mention heading their separate ways, Garret carefully looks over the now-smaller clan. He seriously considers staying with them, with his own people, knowing he can help them. He thinks about it and realizes that his duty is with the dragons now and he prepares to leave once again.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Tuesday April 10th, 2018 11:54:07 AM


Sesha gives Restlin a squeeze, and watches the ceremony quietly. When it ends, she ponders to the others.

"I wonder about the powerful mages of fire and ice. Do you think that maybe whatever threats they faced were immune to those elements? It might not hurt to have lightning and acid ready to go."

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character  d20+11=25 ;
Tuesday April 10th, 2018 3:15:10 PM

"That's good to know Captain, I was just making sure you were well informed."
Zane tells the Captain, As the ritual goes on, he sees the spell go off and begins to think......
Over the link, "One of you more experienced mages, might want to have a discussion with the Captain. That spell he cast, two things about it. It controls the wind for the first thing, second, it's from here, wherever this happens to be. We will probably need it to bind the first wind, or at least borrow it."

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Tuesday April 10th, 2018 9:16:59 PM


Shes nudges Restlin.

"A witch doesn't much the ability to learn other peoples magic. Unless he can scribe a scroll for us, in which case I can probably make it work."

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Tuesday April 10th, 2018 9:21:30 PM

Beri listens as the old lady tells her tale. Spells of fire and ice, could that mean that they learned something indicating that those spell would be needed, or does that mean that those spells were ineffective against whatever the were up against.

The druid watches in sadness as the funeral pyres are lit. They were able to save many, but still many had fallen this day, and after spending the night hearing their stories he feels almost as if he had known them himself.

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 11th, 2018 12:00:16 AM

After the ceremonies I approach Gopher. I must thank you for including us in today's ceremonies. As a cleric if the god of life and death I am often called upon to help in such situations when no other is available. This is the first time I have seen this particular ceremony, and I greatly value this experience. If it is not asking too much, could you teach me this spell or sell me some scrolls or something callable if casting it? It might be useful in our mission, and when necessary I like to have the means of honoring the fallen according to their in customs.

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 11th, 2018 12:01:06 AM

ooc: I also relate all I learned over the ring to the others.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday April 11th, 2018 5:05:59 AM

Tink maintains her rigid expression but relays over the link "Good thinking, Zane"

DM Mitch  d20+1=19 ;
Wednesday April 11th, 2018 7:36:10 AM

Tink remains silent to show reverence for the fallen. She lays a hand on Hilgrace to lend her strength. She also compliments Zane on his thinking.

Restlin stands next to the Sesha during the ceremony and then tells everyone it is time to go their separate ways.

Wyaar remains silent and then says we need to be off.

Garret wakes up and stands with the others. He considers staying with the clan of halflings he’s distantly related to but decides his duty is with the Dragons.

Zane tells the captain it is good to know they are well sentried and when the wind is stirred up later he suggests they inquire about the spell used as part of the ceremony to help with the wind.

Sesha gives Restlin’s hand a squeeze and posits over the ring that whatever they may face may not be susceptible to fire or ice. Sesha points out that a witch doesn’t have the ability to learn other’s magic but if they can get her a scroll she could probably make it work.

Beri also ponders the bit about the mages with fire and ice abilities and wonders if they would need those abilities too or if those abilities proved ineffective against whatever the group faced. He watches in sadness as the pyres are lit as they did manage to save some of the halflings but not all of them.

Bosk thanks Gopher for allowing him to see the ceremony and asks if he can be taught the spell they used or given a scroll.

Gopher is a little surprised at Bosk’s request. ”Sure, I don’t see why not. Do you need any provisions? We have spare supplies.” He hesitates, then adds, ”If you need a way to cross the plains easily we could give you a boat. We have a couple of smaller ones for scouting and short outings.” Sense Motive vs DC 19 Highlight to display spoiler: { he seems pretty reluctant to offer the boat and probably is only doing so because he feels obligated to.}

Greta, who had listened to the conversation, goes to the ship and disappears inside, returning shortly with two of the requested scrolls.


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday April 11th, 2018 8:11:41 AM

"You've been very gracious, sir. I appreciate your offer of a boat however we already have powerful magic that allows us to travel quite quickly." Tink tries to be polite in declining Gopher's offer. She doesn't want him to lose face in front of his clan.

"Hold your horses Restlin. We'll be gone soon enough. I want to see if they have anything that may further help us."

She is curious about the supplies. These halfling obviously have ways to make scrolls and Tink is interested in scroll scribing materials - specifically to copy this new spell into her book. Why rely solely on scrolls when she can memorise it herself, and who doesn't want to learn new spells? Tink doesn't want to hold the party up too much but the chance for knowledge should not be passed up.

Highlight to display spoiler: {Not sure if the DM is suggesting this caravan may act as a form of store for us to buy things}

Sense Motive: Autopass

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Wednesday April 11th, 2018 8:58:12 AM

Wyaar graciously accepts any cured meats the halfings may have spares of so that he can use them to bribe Garret later... and any arrows.

"Do we think Windwalking will take us to where we need to go this time?" he asks of the boat, "or should we stick to regular flight?"

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Wednesday April 11th, 2018 10:16:10 AM

Garret wanders over to the railing of the boat, momentarily lost in thought as he gazes out across the plains.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Wednesday April 11th, 2018 1:06:20 PM

"Ugh," Restlin thinks to himself. Do-gooders always gotta do-good.

...but, he will copy down that spell in his spellbook if they'll let him. He carries extra crayons with him for just such an occasion.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character  d20+8=25 ;
Wednesday April 11th, 2018 1:52:18 PM

As the Captain offers a small boat for the group to borrow, Zane laughs, and it's a belly laugh.
"Captain, putting one 'Taur in a dingy would be bad enough, but two of us? Are you wanting us to sail across the Sargrass or plow a furrow through the Sargrass.
I think I can speak for us when I say we'll pass on your offer, but we do appreciate it though. There aren't many who'd offer something that I imagine is hard to come by out here."
Zane says after he's stopped chuckling....

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Wednesday April 11th, 2018 9:18:11 PM

While one of the boats being offered probably wouldn't be the best method of travel for party, the druid can't help but miss their sentient ship back home. It could fly over the grass, and was able to defend itself in battle, at least to some degree.

Oh, I do have one more question, what would be the nearest settlement from here? I want to make sure we have our bearings straight for when we finish up our task.

ooc: Since it sounds like we are wrapping up, can we get clarification as to the time/how many hours of daylight there are left?

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Wednesday April 11th, 2018 10:32:29 PM


With Restlin and Tink chomping at the bit to learn a new spell, Sesha is fine with leaving them to the management of that particular task.

As for herself, she is starting to also feel the weight of their task urging her to action. She makes her thoughts known through their dragon consortium rings. "We probably shouldn't dally here much longer."

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 11th, 2018 11:12:34 PM

I thank Gopher and Greta for the scrolls, but turn down the offer for the boat. Thank you for offering to loan us a boat, it is very generous of you. However, we have other means of magical travel that we are more familiar with and which I think would suit us better in our task. The only other thing I can think to ask is if you have any idea what my might expect to encounter traveling this way. I say point in the direction of our expected travel. Any dangers we might wish avoid or landmarks we should keep an eye out for?

Over the ring I add, If any of you can transcribe these scrolls, I think it would be a good idea to learn it or at least make more copies.
ooc: Can clerics learn this spell? It appears to be used in death rituals and is a derivation of Windwall which is a cleric spell. If so, I would like to add it to my spell list and likely prepare it in the morning depending on the level.

DM Mitch 
Thursday April 12th, 2018 7:23:14 AM


Tink thanks the halfling for his generosity but declines the offer of a boat. She then tells Restlin to be more patient.

Next she examines the scroll more closely. The paper is a light purple color, light enough that it’s easy to read whatever is written on it. It’s rather thicker and a bit heavier than normal parchment. The runes on it are spidery and intricate, unfamiliar to any you’ve seen (Knowledge: Arcana or Spellcraft DC 28 to decipher that it actually does: Highlight to display spoiler: { The spell creates a sustained wind for duration of concentration. The wind is strong enough to fill the sails of a ship, but stay in a fixed position set by the caster at the time of casting and cannot be used to deflect projectiles or flying enemies. Concentration checks start at DC 10, occuring once every five minutes, but go up by 2 every check. The direction of the wind can be altered, but that increased the next check by 5 instead of 2. The spell is of a magical discipline you are unfamiliar with and cannot be learned by any other class.}

Wyarr accepts some meats and wonders if they should windwalk or just do regular flight.

Garret wanders around a little and gets lost in thought.

Restlin uggs at the delay, but is interested in copying the spell himself (Feel free to take a crack at the spellcraft/arcana check too)

Zane laughs at the thought of the party trying to fit in a tiny dingy.

Beri knows that they don’t really need the offered boat, but it makes him miss the dragon’s actual boat. He asks about the nearest settlement and is told that it’s two weeks away and further west; that’s two weeks by sailing ship.

Sesha lets Restlin and Tink handle the spell and begins to worry about their own task.

Bosk wonders if clerics can learn the spell and asks about the road ahead.

Gopher scowls at Zane’s laughter and waves to a fairly large boat hanging from some pulleys on the side of the ship. Far from a tiny rowboat, it seems to be a sleek, serviceable boat fully capable of holding a large party. ”We can hardly send a dingy to retrieve downed trees for wood or carry a whole pack of us to town for supplies, nor would I make such a useless offer.” Tinks polite decline softens the edge of his scowl slightly, though he’s still clearly upset in general by the recent events. ”Enough. We need to get going before more of those things show up and kill more of my family. Thank you for all of the help, and may the gods bless your quest.”

The halflings quickly bring out the requested supplies to the shields and lift off. Their ship soars elegantly and quickly, vanishing into the distance.

WIth the halflings gone nothing prevents the Dragons from quickly packing their own things and resuming the journey west. Soon after they start moving again they see some hills in the distance. As they get closer it becomes evident that they’re more like very small mountains, tall, imposing, and stony. Very little grows on the rocky surfaces jutting out of the flat plains. They almost lean into each other, not quite towards the top.

The hills seem to be positioned in such a way that they catch the wind between them, causing a stiff breeze to constantly blow through the narrow entrance. The party can hear the howling of it from a good distance away, leading them right to it. Large stones flank either side, covered in long-faded runes, with ropes stretching overhead covered in small chimes that jingle and sing in the breeze. The sun, near noon now, shines directly down into the channel, lighting up the scene.

Does the party dare advance, or rest first and regain lost strength and used spells?


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 13/22  d20+27=31 ;
Thursday April 12th, 2018 10:59:05 AM

Spellcraft: 31

Restlin looks at the scroll. He tries reading it backwards, then upside down...he can tell it does something, but he also knows the discipline behind casting it is not one he shares.

"Well, it's magic, but not my kinda magic...and I do two kinds, so that's a big deal. A more studious wizard would find this fascinating, but that's not me."

He claps Zane on the back while heading back to Sesha's side. "Now that we've got the obligatory 'Iron Dragons Alienation Protocol' out of the way, let's go..."

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Thursday April 12th, 2018 1:07:05 PM

Zane turns to Restlin, "I think he was looking for a way to be insulted for some reason, That I gave it to him, oh well...."
Zane doesn't mind either way, if they continue or take a rest.....

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Thursday April 12th, 2018 3:16:58 PM

Garret flies along with the others, quiet except for the occasional burp from the massive meal. When the windly areas is spotted he says over the rings, "Well, that looks like as good a place as any to find a wind. Anyone have a box to put it in?"

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Thursday April 12th, 2018 8:57:56 PM

"maybe.. maybe someone can just inhale with the wind blowing at them and have one of those spells where you don't need to breath cast on you afterward?" wyaar suggest probably unhelpfully. "should we try to rest? Are the more magical of us ready if things go poorly?"

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Thursday April 12th, 2018 9:09:06 PM

The druid looks at the path before them. Mountains... stone... lifeless...
I think the real question is do we want to rest and prepare new spells first? Those exploding crystal golems, or whatever they were, are pretty formidable. If there is an even larger variety hiding in the mountains we will want to be ready.

DM Mitch 
Friday April 13th, 2018 6:32:08 AM

Restlin tries reading the scroll every which way but loose and says it is magic but it isn’t his magic and a more studious wizard might find it interesting but not him. He then claps Zane on the back and says it is time to move on since they got the Iron Dragons Alienation protocol out of the way.

Zane suggests the halfling was looking for a way to be insulted and has an oh well attitude about it.

Garret flies along w/ the others burping occasionally. When they spot the hills and the entrance he says that looks like a good place to find a wind and asks if anyone has a box.

Wyaar theorizes they could have someone try to inhale wind the wind comes at them and them cast a spell where they don’t need to breathe afterward. He then asks if anyone wants to rest.

Beri suggests the real question is if they want to rest considering the golems were formidable and if there are even larger versions they should probably be ready.

The party debates the pro’s and con’s of resting and tries to decide what to do.


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 13/22 
Friday April 13th, 2018 1:55:24 PM

"I've got a bunch of spells ready to go still. I'd say I'm at 50% capacity. I feel confident enough to keep going."

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Friday April 13th, 2018 2:17:51 PM

"Shall we move on then?" Wyaar asks. Whatever is decided by the spellslingers he will go along with it, trusting in their jdugement of their own abilities.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Friday April 13th, 2018 2:55:04 PM

"Which ever...."

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Friday April 13th, 2018 3:15:39 PM

Garret says, "I'm glad Restlin is ready." He looks over at Sesha and continues, "Do we have any healing capacity at the moment?"

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Friday April 13th, 2018 6:14:57 PM


"We do. A few stronger ones and plenty of items and smaller spells. I could heal us through another conflict of similar scope as before. Other than that, I don't have much that even affected the golems."

She pokes Restlin.

"Want to share some of your damage spells? I haven't leeched any magic from you today."

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Friday April 13th, 2018 9:24:41 PM

"I held back in the previous combat so have many of my spells ready to go. My only concern are the ones that we prepare each morning. I wouldn't want to be mid battle and drop out of the sky"

By Tink's reckoning (and the DMs email) the party have been travelling for close to 12 hours now. Pushing ahead would certainly be a drain on running spells as well as the will to push on through a forced march and potential effects from loss of sleep.

The more she thinks about it the more she wants to have an 8hr rest.

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Friday April 13th, 2018 10:43:20 PM

The druid shakes his head.
I have a good amount of spells left, but the fate of the Wold is in our hands. Do we dare advance, or rest first and regain lost strength and used spells? I can't help but feel this isn't the time to be cavalier and charge in. It's almost as if there is a higher power whispering in our ears on this one... when that happens, only fools don't listen.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Saturday April 14th, 2018 7:35:01 PM


Sesha finally finds herself with an opinion.

"Rest, if available, is worth taking."

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Sunday April 15th, 2018 10:11:33 PM

I agree. With the date of the Wold in our hands, we cannot take any chance.

DM Mitch 
Monday April 16th, 2018 7:29:46 AM

Restlin says he has a bunch of spells ready and is at 50 percent capacity so he feels they can press on.

Wyaar asks if that means they should press on. He is fine going with what the spell slingers want.

Zane just says “whichever.”

Garret says he’s glad Restlin is ready and then asks how they are set on healing capacity.

Sesha tells Garret they do in the form of stronger spells and magic items. She points out she doesn’t has much that affects the golems and asks Restlin if he wants to share some of his spells. She eventually comes to the conclusion that rest if available is worth having.

Tink says she held back last combat to have spells left but she’s worried about their daily spells. She decides that the more she thinks about the more she wants to have an 8 hour rest.

Beri shakes his head and says he has plenty of spells but do they want to take the chance of not resting with the Fate of the Wold on their hands.

Bosk agrees with Beri that they should rest if the fate of the Wold is in their hands.

The Dragons rest, taking similar precautions to earlier (Please list buffs and stuff you cast after rest in your post so we can track).

Fully recharged and ready for (hopefully) anything, the Dragons head into the passage, It’s about 300 feet long. At the end it opens up into a wide open area that forms a perfect circle. Unlike the narrow, dark passage the area is full of sun, a stark contrast to the grey stone that makes up the area. It’s about 100 feet wide, and at the center rests a 50 foot double ritual circle formed of standing stones, each draped with those same ropes and chimes that sing in the wind, dark marble pathways connecting them all. 8 stones make up the outer edge, while 4 make up the smaller one. In the center of the circle stands a swirling vortex of energy (Knowledge: Arcana DC 27 Highlight to display spoiler: { It’s a Forcecage}).

There is one sign of life in the bleak area. Against the far wall sits a large mound topped with an overgrown building of some kind. It’s hard to tell from all the vines and grass covering it, but it probably provided living space for whoever cared for the shrine in the past, though it’s now long abandoned. It would be picturesque if not for the fact that all the plants are the familiar blood red of corrupted blood grass.

(Map!)

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+24=38 ; d20+42=58 ; d20+40=43 ; d20+50=59 ;
Monday April 16th, 2018 9:01:59 AM

As part of her morning prep Tink changes a few of her memorised spells around and casts/changes her Contingency spell.

When the party arrives at the chamber she does a quick look around.

"Force Cage in the middle" Tink relays over the link "See that red grass at the other end? That looks like the stuff that corrupted the creatures by the hooks. We should be careful around it. Perhaps some long range manipulation to poke around it? Mage hands and unseen servants?"

She casts an Unseen Servant spell and directs it to walk across the room towards the red grass and try to uncover whatever lies beneath.

Tink for her part blends into the shadows.

---------------------------------
Knowl Arcana vs DC27: 38 = Pass
Craft Clothing: 58

Standard Action: Cast Unseen Servant. Tink casts it 75ft away from her. It then has another 15ft it can move. It will take a straight path forwards across the two circles whilst avoiding the forcecage. Assuming it makes it that should get it right next to the red grass this turn. It will try and clear away the grass to see what is underneath as its standard action.

Move Action: Fly a short distance into the room, blending into the shadows (flying 2ft off the ground)

Perception: 43 + See Below
Stealth: 59 + Hide in Plain Sight (if applicable) + Mind Blank + Pass Without Trace

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

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


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


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


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  d20+35=55 ;
Monday April 16th, 2018 10:59:58 AM

"Oh yea, this is going to go smoothly," quips Restlin.

Ritual magic was not really his thing, but he gives the area a once over, trying to make sense of what this setup was.

Knowledge, Arcana: 55 - nat 20! What's all this setup for? Is it protecting something from us? Protecting us from something? What use could those stones have? Any markings mean anything to me?

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday April 16th, 2018 12:09:26 PM


Sesha recasts the majority of her spells the same as the day before. It's worked well for everyone, so why change it?


------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)
Contingency (If Hp falls to 25% or less, automatically casts Shadow Walk. 24 days remaining. )
------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

Ritual of Warding (+1 untyped bonus to AC and saves.)
Ritual of Healing (Roll d12's instead of d8's for healing spells.)
Ritual of Leeching (Can leech spells from allies in touch range as a move action. 18 / 18 spell levels remaining.)


Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday April 16th, 2018 12:26:42 PM


Sesha takes a closer look at the symbols on the stones. Do they match symbols on the chimes?

Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Monday April 16th, 2018 1:46:46 PM

Garret looks around the area and says, “Well, at least it’s sunny.” He isn’t sure what to do with the vortex of energy, but he knows that it won’t be good for the dragons…

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Monday April 16th, 2018 1:58:41 PM

Wyaar does his usual morning prayers and rituals, enchanting his bow and and such. And will GMW someone else if they need it.

At the sight of the shrine he moves up a few feet and Detects Evil outward towards the shrine, buildings and plantlife.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Monday April 16th, 2018 9:36:36 PM

Zane casts extended Mage Armor as they finish resting.

When they get to the "cavern shrine"

"You said there was a life sign over there somewhere and a force cage in the middle. As well as that there's more of the spreading grass stuff too?
What if this in the "home" of the first wind. And that life over there has imprisoned it in the cage to prevent it from preserving the Sargrass and thus the entire Wold by it's touch."


(Sorry for late post, got home from Convention, took 7 hours because of storm, had to wait for plow to make a hill's last 50 feet, so last 1 hour took almost 3 1/2. woke up but my brain is still fried from the weekend. On the good side, got in 7 great Pathfinder Society Games and got a Boon to play a Leshy. On the terrible side, got to be ready to run games on Wednesday and Saturday)

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Monday April 16th, 2018 10:05:55 PM

Beriothian, being outdoors with open sky, proceeds with the others in his typical air elemental form. He maintains a height where he can still be reached should something crazy happen, but tries to stay high enough to keep line of sight and to make it harder for a splash attack to hit multiple people. He glances up at the hill.
If this is one of the items Maab has suspended, I would be hesitant to take on faith that whoever she asked to guard it has left or died of old age. With a little luck, she selected a guardian who can see our hearts and knows we are here to save the Wold and not out of greed.
The druid readies a reverse gravity spell in case another horde of the crystal golums show up

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 200 hp /172 (20 are temp) Spells  d10+10=18 ;
Tuesday April 17th, 2018 12:09:06 AM

ooc: Tink's post says I have the fire weave elements, but I switched to air

As the morning comes I make sure everyone is at full health before casting false life on myself (from my staff and granting 18 temporary hp) and restoring a charge to it. I then bow my head, praying to Gargul for his guidance and strength in our quest. I then cast grater magic weapon on my gear and prepare to head out.

Highlight to display spoiler: {
From Sesha
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 200 hp /172 (20 are temp) Spells 
Tuesday April 17th, 2018 12:18:04 AM

ooc: I just realized I do not need GMW on my sword, so I will only put in on my armor spikes. I will also cast overland flight from a scroll on myself.

DM Mitch 
Tuesday April 17th, 2018 8:08:15 AM

Tink changes her spells around then proceeds to take a look around. She points out the forcecage in the middle and the red grass before summoning an unseen servant and blending in the shadows. The servant tries to dig a hole, but can’t penetrate the tough red grass that covers the mound to reach the soft earth bellow.

Restlin says a sarcastic quip then takes a look at the setup of the valley. It looks like the forcecage was setup to protect something as there are telltale signs of some sort of arcane trap being sprung. There seems to be some relation between the sigils on the chimes and the rocks.

Sesha renews her normal spells and then also examines the stones and the chimes. She concurs w/ Restlin that the symbols are related.

Garret looks over the area and says that it is at least sunny.

Wyaar refreshes his spells after they finish their rest. When they get to the valley h then detects evil. When he gets to the forcecage he can sense 2 distinctly strong evil auras inside of it.

Zane renews his extended mage armor then asks about the sign of life, the forcecage and the grass. He theorizes they could be in the “home” of the first wind and theorizes the life trapped the wind in the forcecage to prevent it from preserving the Sargrass and Wold w/ it’s touch.

Beri turns into an air elemental and thinks that if Maab selected the guardian it is doubtful that left or died of old age. He hopes it can see they are out to save the Wold.

Bosk makes sure everyone is at full health before casting false life on himself. He bows his head prays to Gargul for strength and guidance. He casts greater magic weapon.


Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Tuesday April 17th, 2018 10:21:25 AM

Garret looks back and forth to the various spellcasters as he flies around, nervously. He's not sure what's going to happen next, so he doesn't know how he should prepare...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Tuesday April 17th, 2018 3:18:17 PM

Wyaar puts an arror on his bow and gives a nod towards the force cage before speaking over the ring, "There is great evil trapped inside, be wary"

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Tuesday April 17th, 2018 3:21:00 PM

Wyaar also actgivites the holy bond on his bow for Holy, Axiomatic and Keen

- Holy Bond, 17 min

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Tuesday April 17th, 2018 4:16:57 PM

Over the ring I contact the others. It is decision time. We either let Tink scout ahead, or we can cast some defensive spells. I recommend letting her scout ahead and then begin casting, either after a certain number of rounds or after she has given us an update on what she sees.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Tuesday April 17th, 2018 4:43:33 PM

Zane replies over the rings, "Want Haste now, so she has it as well? or wait? If we wait it'll be first spell I cast."
He reaches into his quiver and withdraws one of rods that all look the same."Anyone else for a lesser extend?"

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+32=35 ; d20+8=27 ;
Tuesday April 17th, 2018 9:24:11 PM

I'll keep a reverse gravity spell readied and will cast it should I see a large group descend upon us.
As the druid keeps watch loos around for signs of an ambush or boobytraps. He also glances at the stones to see if he can determine the language/writing on them, but doesn't advance any closer at this time.

perception (look for trap)= 35
knowledge (linguistice) = 27

***spell list and active spells***
Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Active spells
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, whirlwind, earthquake
9 (3)- *Wail of the Banshee, elemental swarmx2, shapechange

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22 
Tuesday April 17th, 2018 11:26:48 PM

"Let's just assume we're about to throw down," responds Restlin to Zane. "Unless anyone sees a way to get what we need without disturbing that cage."

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday April 18th, 2018 12:55:35 AM

ooc: Tink will be scouting ahead in a few hours when I get home from work

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+40=57 ; d20+50=65 ; d20+24=27 ; d20+24=36 ; d20+17=32 ; d20+17=28 ; d20+18=29 ; d20+24=27 ; d20+17=32 ; d20+17=33 ; d20+17=26 ; d20+17=20 ; d20+17=24 ; d20+13=19 ; d20+9=28 ; d20+28=31 ; d20+28=39 ;
Wednesday April 18th, 2018 5:24:55 AM

Tink cautiously continues her circle around the room. The Unseen Servent keeps poking, prodding, and otherwise trying to move the red grass out of the way.

She is wary of some sort of creature - good or evil - appearing from somewhere.

Tink searches her brain for any sort of detail that may be tucked away that may give a clue to this structure, it's layout, and the symbols upon it.

---------------------------------
Standard Action: READY action to use Dimensional Step ability to teleport back next to Bosk should any creature - good, bad or anything in between - appear

Move Action: Keep stealthily flying a short distance whilst the blending into the shadows (flying 2ft off the ground)

Skill checks...
Knowl (Arcana): 27
Knowl (Dungeoneering): 36
Knowl (Engineering): 32
Knowl (Geography): 28
Knowl (History): 29
Knowl (Local): 27
Knowl (Nature): 32
Knowl (Nobility): 33
Knowl (Religion): 26
Knowl (The Planes): 20
Craft (Stone Masonry): 19 - Yep, have that as a skill
Linguistics: 39
Raw Int check: 28

Perception: 57 + See Below
Spellcraft check to ID any auras from Arcane Sight: 42 (32 + Take10)
Stealth: 71 + Hide in Plain Sight (if applicable) + Mind Blank + Pass Without Trace

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

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


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


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


DM Mitch 
Wednesday April 18th, 2018 7:02:52 AM

Garret nervously flies around looking at the spellcasters. He isn’t sure what is going to happen next nor how he should best prepare.

Wyaar knocks an arrow and then indicates there is evil in the forcecage after activating his holy bond.

Bosk indicates it is decision time where they either let Tink scout or start casting defensive spells. He prefers to let her scout then begin casting after a delay or an update.

Zane asks if haste is wanted now or if they want to wait. He says if they wait it will be the first spell he casts. He then asks if anyone else wants a lesser extend rod.

Beri says he’ll keep a reverse gravity spell ready and examines the writing more closely. Each stone has been covered in magic writing, clearly some complex spellwork, but each also has a single rune carved on it, very large. It seems fairly evident the runes are important and that nothing much is going to happen until the party interacts with the stones in some way.

Restlin states they should assume that they’re going to be in a fight soon.

Tink continues to cautiously circle the room. Her invisible servant prodes ineffectively at the red grass. Perhaps it if had some sort of digging tool it could make progress; then again the grass has proved incredibly resilient before.

The wind howls. The chimes chime. The lonesome, infected hit sits. Everything waits in stillness for something to occur.


Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Wednesday April 18th, 2018 12:35:32 PM

When Wyarr indicates that the cage has evil, Garret turns his focus there, ready to charge in...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Wednesday April 18th, 2018 4:13:42 PM

Wyaar waits, ready, while Tink and the unseen servant make sure there are not obvious traps laid out at least.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Wednesday April 18th, 2018 6:11:26 PM


If something unfortunate happens to Tinks servant, Sesha will summon one of her own.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+50=62 ;
Wednesday April 18th, 2018 7:51:55 PM

With nothing happening (so far) Tink gets a little bolder.

"I'm going to approach the pillar on the west, whilst having the servant try something else" she relays over the link

The servant will keep repeating it's actions until given a new direction, so Tink does just that

"Try and push the stone nearest you" she calls aloud and then blends back into the shadows. She moves closer to the stone on the left/west and looks at it more closely.

OOC: Added servant to the map

Free action: Call instructions to the servant
Move action: Resume stealth and move closer to the stone on the West. Stealth: 68
Standard/Ready action: Any creature appears then teleport back next to the hallway


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Wednesday April 18th, 2018 9:17:26 PM

Guys, I'm pretty sure interacting with these ruins are designed to be interacted with. I think this where we need to focus our forts, but I'd make sure you have any preemptive spells prepared before we start messing with them.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22 
Wednesday April 18th, 2018 9:28:03 PM

"Like a puzzle? Never a fan of puzzles, no sir." He secretly hopes Tink's servant triggers something violent, but keeps that to himself.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Wednesday April 18th, 2018 10:15:06 PM

Zane casts Heroism on himself, getting ready to cast Haste on the group.....

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Thursday April 19th, 2018 1:05:39 AM

Unsure what to do, I cast magic circle against evil on myself. (If there is more time I will also cast resist energy acid, protection from fire, and huge from undead.)

DM Mitch 
Thursday April 19th, 2018 7:28:18 AM

Garret turns his attention to the cage upon hearing it contains evil.

Wyaar waits while Tink and her servant do their thing.

Sesha prepares to summon her own servant if something happens to Tink’s.

Tink indicates she’s going to approach the pillar towards the west while she orders the servant to push the stone nearest it.

Beri suggests interacting with the runes but preparing preemptive spells before touching them.

Restlin asks if this is like a puzzle and then says he isn’t a fan of puzzle.

Zane casts heroism on himself ready to haste the group.

Bosk ponders how to best use his resist and protection from energy spells. (OOC: We are okay w/ having multiple protections)

Upon Tink’s touch, the rune on the stone immediately starts glowing. The glow spreads along the small stone path that connects the nearby stone and those also start glowing. Her servant's touch causes no reaction.

(Map!)

Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Thursday April 19th, 2018 10:10:26 AM

When the runes light up, Garret moves up and to the left, entering the room and ready...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Thursday April 19th, 2018 11:36:21 AM

When the runes light up Wyaar too readies.. but when nothing big bad and uglier than Bosk leaps out of the forcecage he relaxes slightly. "Perhaps some summon creatures to press the pillars all at once?"

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Thursday April 19th, 2018 5:12:53 PM

* Until we have more clues what's going on, don't look to me for any solution on this puzzle.....*

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Thursday April 19th, 2018 8:29:04 PM

"Nand gates."

Sesha takes a deep breath, and touches the symbol in front of her, in the southernmost area of the room.

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Thursday April 19th, 2018 9:05:18 PM

The druid thinks about how the stones light up.
This reminds me of a tavern game I once played. In that game, the goal was to turn over all the tokens from the black side to the white side, and every time you flip over a token it also flips over all tokens touching it. It's possible the ruins are based on that game... or the other way around. We'll likely know more after our next action.

If we think we need to hit them all at once, let me know and I can summon an elemental swarm to assist.


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22 
Thursday April 19th, 2018 10:17:27 PM

Restlin goes and touches the n with the tail.

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Friday April 20th, 2018 12:34:12 AM

As the others touch the stones I can protection from for on myself. I do not suppose anyone can read those rune? I never learned them, but I remember tales of others using them to magically secure things. In the stories heroes usually had it set up that if you activated a bad word there would be consequences, less mature casters required you to select the bad word.

Thinking to myself I still cannot believe that thirteen year old girl did not select RAFT as the secret word.

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Friday April 20th, 2018 12:38:07 AM

If you want us to all touch one, let me know. I can use my tattoos as well if we need more help. I can cast off my tattoos, one individual and one swarm. They are not much use in battle, but might help here.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Friday April 20th, 2018 5:04:51 AM

Tink doesn't want to go around touching more stones just yet. She sneaks back to the wall and waits to see what happens now with other stones being touched. Her unseen servant keeps up it's mindless - and seemingly useless - prodding of the northern stone.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Friday April 20th, 2018 11:45:20 AM

WYaar watches the affects of the others touching a stone here and there

Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Friday April 20th, 2018 11:51:19 AM

Garret watches the other touching the runes and waits patiently...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Friday April 20th, 2018 10:08:15 PM

Sorry Bosk, I tried to read them before... It seems fairly evident the runes are important and that nothing much is going to happen until we interacts with the stones, but as for the actual meaning I came up short. Maybe someone else has better skills in this area than me. I would suggest pressing one more ruin that overlaps with the previous lit up one and

[DM Hugh] Ghostly Gaurdians 
Friday April 20th, 2018 10:59:59 PM

WIP Post:
Garret moves up and to the left when the runes begin to light up.

Wyaar also readies when the runes light up but when nothing appears he suggests summoning enough creatures to press all the glyphs at once.

Zane says without more clues don’t look to him to figure out the puzzle.

Sesha takes a deep breath and then touches the symbol in front of her.

Beri says the runes remind him of a tavern game and then agrees with what Wyaar suggested offering the aid of an elemental swarm if needed.

Restlin touches the n with the tail.

Bosk casts protective spells on himself as the others touch stones. He asks if anyone knows how to read them and tells the others of his experiences and how runes have been used to magically secure things and were set up that if a bad word was used there would be consequences. He also offers to use his tattoos to trigger the runes.

Tink pulls back to wait and see what happens. Garret and Wyaar join in watching.

Beri apologizes to Bosk and says the runes most likely need to be interacted with.

As Restlin and Sesha touch two other stones they cause he nearby ones to light up, except for one already lit, which turns off, and the one between the stones they touched, which turns on, then off. A faint, tingly feeling fills the area.

Knowledge Arcana DC 35 Highlight to display spoiler: { either the activation of several stones is starting to make small amounts of magic bleed into the area, which would be incredibly sloppy, or a bunch of passive detection spells are scanning everything in the area, enough that you can actually feel the energy. }

Knowledge Arcana DC 37 Highlight to display spoiler: {Woah, It turns out the ritual stones were a double bluff solving the puzzle would see your souls stripped from your body }

Knowledge Arcana DC 40 Highlight to display spoiler: {Those were detection spells, it would appear someone doesn’t want the wrong people caught in the trap.}

Suddenly all of the stones go dark. A voice speaks, ”The mountains burn. The grass spreads. The time has come for the wind to be free. Defeat those who came before you with ill intent and claim your prize.”

The dome collapses revealing a both a smaller dome and 8 figures spread out. 2 of the figures turn into ghostly translucent red and white dragons and take to the air while the other 6 figures disappear into the stones. 6 of the stones become animated, moving on their own possessed by the figures.

A different voice speaks, “I am Master Oyonchol together with my brethren Masters Junyoshi, Rieza, Saramusa, Nomura and Tietsu and our sorcerer mercenaries Sakura and Yojimbo we set out to ensure the bloodgrass would be allowed to evolve. We cannot let you stop the bloodgrass.”

(OOC: Combat has begun)

Updated Map

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+24=44 ; d20+32=42 ; d20+32=41 ; d20+32=49 ; d20+32=40 ; d20+32=52 ; d20+32=33 ; d20+32=46 ; d20+32=38 ; d20+24=28 ; d20+24=28 ; d20+24=40 ; d20+24=36 ; d20+24=36 ; d20+24=30 ; d20+17=27 ; d20+17=22 ; d20+17=25 ; d20+17=18 ; d20+17=18 ; d20+17=33 ; d20+17=20 ; d20+17=34 ; d20+24=30 ; d20+24=25 ; d20+32=34 ; d20+32=41 ; d20+32=35 ; d20+32=42 ; d20+32=44 ; d20+32=50 ; d20+17=27 ; d20+17=29 ; d20+17=37 ; d20+17=35 ; d20+17=26 ; d20+17=20 ; d20+17=20 ; d20+17=20 ;
Saturday April 21st, 2018 12:33:40 AM

"Don't ... " Tink begins to call out over the link. Fortunately noone's soul is gone just yet.

She looks at the creatures to see what she can make of them to relay to the party

Knowl Arcana vs DC40: 44 = Pass

Arcane Sight on the figures to detect the power of their auras
Spellcraft check to id each aura: 42, 41, 49, 40, 52, 33, 46, 38

Knowl checks to ID the monster type (and possible strengths/weaknesses) of the figures:
Arcana: 28, 28, 40, 36, 36, 30, 30, 25
Religion: 27, 22, 25, 18, 18, 33, 20, 34

Knowl nobility to recognise the names: 27, 29, 37, 35, 26, 20, 20, 20

Spellcraft checks to id the spell or spell-like ability used to take on dragon form: 34, 41

Spellcraft checks to id the spell or spell-like ability used to hop into the stone: 35, 42, 44, 50

Tink's actions will follow based on the info


Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Saturday April 21st, 2018 5:06:34 AM

Over the rings, *Gather up, we need to be somewhat close, but Haste incoming.....*
Zane will cast haste, extending it as well, when the largest number of the group is close enough.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d4+1=4 ;
Saturday April 21st, 2018 2:25:07 PM


"I'm not much use against the constructs, souls or not. I'll try my luck with the dragons."..

Sesha can see that look Tink gets when she's scrutinizing an enemy. That information would be useful, but Sesha has things she can do in the mean time.

Move: Moved.
Standard: Time Stop, 4 rounds.

Round 1: Cast Immortal Summons.
Round 2: Cast Barkskin, Quickened Shield of Faith, No move.
Round 3: Cast Resist Energy Cold, Quickened Resist Energy Fire. No move.
Round 4: Cast Stoneskin, Quickened Divine Favor. No move.


------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)
Contingency (If Hp falls to 25% or less, automatically casts Shadow Walk. 24 days remaining. )
------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

Ritual of Warding (+1 untyped bonus to AC and saves.)
Ritual of Healing (Roll d12's instead of d8's for healing spells.)
Ritual of Leeching (Can leech spells from allies in touch range as a move action. 18 / 18 spell levels remaining.)


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+50=51 ; d20+40=47 ;
Saturday April 21st, 2018 10:27:59 PM

"Hmm.. best try and slow these guys down"

Before Sesha acts, Tink uses her Tricky Spells ability to cast a Silent Still Mage's Disjunction 10ft east of Sakura

The Unseen Servant is blown to smithereens.

---------------------------------
Other skill checks above

Standard Action: Cast Silent Still Mage's Disjunction in the square 10ft to the east of Sakura's bottom square. Range: 50ft = A-ok
At that square a 40ft radius burst catches Sakura, Yojimbo, JU, RI, as well as the stone that looks like a B, the one that looks like an O with a line through it, the one that looks like an X, the one that looks like a crown, the one that looks like a W, the red thing at the top of the map as well as the pink circle.
All spells and spell-like abilities in effect are unravelled and completely destroyed. No Save. No SR. Any items in their possession must make a Will Save vs DC28 or have their abilities supressed for 20mins. A Nat1 on this roll destroys the item.
20% chance of bringing down an anti-magic field.

Move Action: Stealthily fly near Sesha.
Perception: 47 + See Below
Stealth: 57 + Hide in Plain Sight (if applicable) + Mind Blank + Pass Without Trace

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

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


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


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


DM Mitch  d20+28=32 ; d20=14 ; d20=4 ; d20=19 ; d20=17 ; d20=3 ; d20=16 ; d20=1 ; d20=14 ; d20=6 ; d20=16 ; d20=3 ; d20=4 ; d20+14=18 ; d20=17 ; d20=19 ; d20=14 ; d20=2 ; d20=2 ; d20=20 ; d20+14=19 ; d20=4 ; d20+14=19 ; d20+14=15 ; d20=11 ; d20=4 ; d20=14 ; d20=4 ; d20=13 ; d20=16 ; d20=16 ; d20=3 ; d20=10 ; d20=8 ; d20=18 ; d20=5 ; d20=11 ; d20=2 ; d20=2 ; d20=7 ; d20=20 ; d20=18 ; d20=15 ; d20=9 ; d20=8 ; d20+16=25 ; d20+16=29 ; d20+16=17 ; d20+16=20 ; d20+16=17 ; d20+16=20 ; d100=25 ; d100=83 ; d100=69 ; d100=65 ; d100=39 ; d100=88 ; d100=36 ; d100=69 ; d20+16=32 ; d20+16=36 ; d20+16=17 ; d20+16=30 ; d20+16=18 ; d20+16=25 ; d20+16=30 ; d20+16=23 ; d20+16=31 ; d20+16=22 ; d20+16=18 ;
Sunday April 22nd, 2018 2:25:38 PM

Tink realizes the trap and starts to warn everyone, though she gets interupted.

Zane tells everyone to group up for haste.

Sesha Time stops and casts several buff spells.

Tink then casts Mage’s Disjunction. It obliterates her Unseen Servant, causes both of the dragons to revert to humanoid ghosts, disables a majority of the enemies magic items, and causes the stone circle to shudder, though the stones resist the spell.

It also engulfs the smaller Forcecage, causing it to vanish. A glowing, swirling green wind soars out of the cage and fills the ritual area, kicking up dust and dirt as it forms a cyclone that starts to shoot up and out through the hole in the ceiling! If the PC’s don’t stop it this round, it will escape.

(Tink, gain a hero point for using a spell neither DM expected in a powerful manner… even if it came with unexpected consequences.)


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Sunday April 22nd, 2018 2:48:57 PM

Wyaar moves himself next to Garret and Zane for the haste.. and tires out his aura of justice too while calling on Maab to help him Smite the red dragon.

_____

On phone so can't change map, but move between Garret and Zane

. Free action fonaura of Justice. Uses 2 smite evils to give Bosk, Zane, Garret and Beri the ability to Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite. (See sheet)

Swift action to smite evil on red dragon

3/6 smites left

[DM Hugh] Record keeping post  d20+17=27 ; d20+14=31 ; d20+14=19 ; d20+14=23 ; d20+14=15 ; d20+14=16 ; d20+14=26 ; d20+14=28 ; d20+14=30 ;
Sunday April 22nd, 2018 3:18:13 PM

Record keeping post

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  d20+20=28
Sunday April 22nd, 2018 8:52:16 PM

Restlin whips out Shiny. He didn't want to use his arcane bond so early in the fight, but that wind was important. He resummons a force cage around the escaping wind.

***

Using arcane bond to cast forcecage, in whatever configuration originally held the wind in the first place.

Reflex DC is 28 if applicable.

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Sunday April 22nd, 2018 10:55:45 PM

As Restlin entraps the wind with his force cage I quickly cast shape stone and encase it in 16 cu/ft of stone. I have a couple more scrolls of shape stone. Once the battle is done I will reshpe the stone to have a spout we can use as a funnel to force the wind out of. I should be able to pour it into my portable hole or empty bag of holding as long as the opening of the stone and the container are the same size. as long as there is nothing sharp inside the wind should have a hard time escaping.

[DM Hugh] Record keeping post  d6+9=13 ; d6+9=10 ; d6+9=11 ; d6+9=13 ; d6+9=11 ; d6+9=13 ;
Sunday April 22nd, 2018 11:39:17 PM

record keeping post

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Monday April 23rd, 2018 12:06:34 AM

Beriothian keeps an eye on the others to see if they are successful or not. Should it look like the wind is about to escape, he will use wall of stone to seal off the exit (or stone shape if more appropriate). Assuming that trapping the wind was successful and no further action was needed, the druid will summon an elder air elemental.

DM Mitch 
Monday April 23rd, 2018 7:34:58 AM

Wyaar moves near Garret and Zane and uses his aura to grant them the ability to smite.

Restlin casts force cage attempting to recapture the wind.

Bosk wraps 16 cubic feet of stone around the force cage that Restlin created giving it an extra protective layer.

Beri watches the other's efforts and, when he's sure they've succeeded, summons an elder air elemental.

(Perception DC 40 )Highlight to display spoiler: {You hear spoken words coming from the structure on the overgrown hill at the far end of the location. }

If you succeeded on the Perception and a Spellcraft DC 39 Highlight to display spoiler: {It is the verbal recitation for a maximized time stop}

A glowing red medium incorporeal creature emerges from the structure on the overgrown hill and flies about 10 feet forward, it then unleashes a terrible soul chilling scream. Everyone in the party (OOC the gold circle was the area of the spell) must make a DC 24 fort save or take 140 damage (Spellcraft DC 24 Highlight to display spoiler: {Wail of the banshee SLA})

The stone next to Restlin tramples the wizard (Restlin can either take an AOO and take 13 damage or attempt a DC 18 reflex save to only take 6 damage)

Another one of the stones also tramples the wizard (Restlin can either take an AOO and take 10 damage or attempt a DC 18 reflex save to only take 5 damage)

A third stone tramples the wizard as well (Restlin can either take an AOO and take 11 damage or attempt a DC 18 reflex save to only take 5 damage)

Sesha and Tink get trampled by another stone (OOC: it can only see Sesha but Tink is in movement path (Sesha and Tink can either take AOO’s against the stones and take 13 damage or they can attempt DC 18 reflex saves to only take 6 damage)

Sesha gets trampled by a 5th stone (Sesha can either take AOO’s against the stone and take 13 damage or she can attempt DC 18 reflex saves to only take 6 damage)

Wyaar gets trampled by the last stone (Wyaar can either take an AOO against the stone and take 11 damage or they can attempt DC 18 reflex saves to only take 5 damage)

The formerly dragon sorcerers seem incensed that you managed to capture the wind again. Yojimbo pounds the stone sphere with a Meteor Swarm and manages to make some holes; Sakura casts a disintegrate through a hole to destroy the force shield inside. The party can hear the wind howling about inside now; though it has yet to escape it soon will unless the holes are patched or some other form of containment is attempted.

The 2 sorcerer dragons also cast quickened spells. (Spellcraft: 16 Highlight to display spoiler: {Mage Armor}

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 14/22  d20+39=44 ; d20+31=46 ; d20+23=42 ; d20+20=35 ; d20+20=28 ; d20+20=26 ; d20=7 ;
Monday April 23rd, 2018 11:18:52 AM

Perception: 44
Spellcraft: 46
Fort save: 42 - Spellcraft autopass
Reflex saves: 35,28,26

***

Whooooooo boy. Restlin is unhappy. Not only did someone just take out his forcecage, but now these stupid rocks were trying to smush him.

He shrugs off the wail and dodges all the rocks without anything landing a hit because Restlin is awesome.

OOC: Ring of evasion. Zero damage.

Whoever was trying to hurt the Iron Dragons was going to be in a world of pain real soon, but right now that wind was more important.

Step one was getting away from these stones. He conjures himself back into the tunnel. Then, he pulls out one of his rods and seals the exit behind everyone.

***

Standard: Dimensional step over to Sesha (50 ft used). Spell-like ability that does not trigger AoO.
Move: Draw metamagic quicken rod.
Swift: Ice wall behind us.

AC is 23/14/20 and CMD is 27.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20=8 ;
Monday April 23rd, 2018 11:56:27 AM

~~~

Reflex save success

Was the smite evil on the Red dragon sorcerer successful? Would like to know before rolling

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:14/17 CMD: 49 SR: 28]  d20+23=39 ; d20+43=63 ; d20+47=58 ; 2d8+50=61 ; 2d8+50=57 ; d20+47=63 ; d20+43=62 ; d20+47=54 ; 2d8+50=60 ; 2d8+50=64 ; d20+43=49 ; d20+38=58 ; d20+38=46 ; 2d8+50=56 ; 2d8+50=60 ; d20+33=37 ; d20+33=47 ; 2d8+50=59 ; 2d8+50=59 ; d20+28=30 ; 2d8+50=59 ; d20+43=51 ; d20+43=50 ; 2d8+50=61 ; 2d8+50=60 ;
Monday April 23rd, 2018 12:15:42 PM

Garret stands and watches the chaos unfold around him. He shakes off the scream and immediately disappears, stepping forward to appear behind one of the sorcerers trying to destroy the box. He launches into his usual tiny blur, trying to quickly take out this enemy before it can completely free the wind again.

OOC:
Fort save, DC 24: 39 Passed!

Abundant step to behind Sakura, flying just off the ground. Attack with flurry, attempting smite evil. Using ki point for one extra attack (magical, lawful, cold iron, silver, adamantine to overcome DR; if Sakura is evil, auto-overcome DR with smite):

Attacks/Damage, assuming Sakura is evil and outsider or dragon sub-type: 63 (threat, confirm attempt: 58)/62 (if crit, +58), 62 (another threat, confirm attempt: 54)/60 (if crit, +65), 58/57, 46/60, 37/60, 47/60, 30/60, 51/62 50/61 (Total damage, if Sakura has AC less than 30: 665. Whoa.)

Attacks/Damage, if Sakura is evil and NOT outsider or dragon: 63 (threat, confirm attempt: 58)/45 (if crit, +41), 62 (another threat, confirm attempt: 54)/43 (if crit, +48), 58/40, 46/43, 37/43, 47/43, 30/43, 51/45 50/44 (Total damage, if Sakura has AC less than 30: 478.)

Attacks/Damage, if Sakura is NOT evil: 56 (threat, confirm attempt: 51)/45 (if crit, +41), 55 (another threat, confirm attempt: 47)/43 (if crit, +48), 51/40, 39/43, 30/43, 40/43, 23/43, 44/45 43/44 (Total damage, if Sakura has AC less than 23: 478.)

If Sakura is evil, AC vs Sakura is 50/44/42

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 1/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+21=32 ; d20+11=14 ; d20+30=45 ; d20+30=34 ; d20+25=38 ; d20+20=37 ; d20+25=30 ; 2d8+50=58 ; 2d8+35=44 ; 2d8+35=47 ; d8+35=37 ; 2d8+35=46 ; 2d6=4 ; 2d6=8 ; 2d6=6 ; 2d6=4 ; 2d6=9 ;
Monday April 23rd, 2018 2:51:05 PM

Zane makes the save against whatever the effect was.
He declares the White Incorporeal Dragon as the target for Smite and with Haste he uses a hero point to move up to just within range.
With haste He then unleashes a series of attacks against it.

All Attacks, Magic/Ghost touch

Melee 1 AC 45 Damage 61(the +50 should be +53) + Holy 4
Melee 2 AC 38 Damage 44 + Holy 8
Melee 3 AC 37 Damage 47 + Holy 6
Horn Gore AC 30 Damage 37 + Holy 4
Haste AC 34 Damage 46 + Holy 9

* If nothing else, I bet I have attention now.* Zane quips over the ring.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20+35=44 ; d20+35=46 ; d20+35=43 ; d20+30=44 ; d20+25=32 ; d20+20=23 ; d8+50=54 ; d8+50=58 ; d6=2 ; d6=3 ; 2d6=8 ; 2d6=10 ; 2d6=9 ; 2d6=6 ; d6=3 ; d6=2 ; d8+35=40 ; d8+35=40 ; d8+35=43 ; d8+35=37 ; d6=1 ; d6=4 ; d6=2 ; d6=4 ; d6=4 ; d6=2 ; d6=4 ; d6=3 ; 2d6=7 ; 2d6=7 ; 2d6=4 ; 2d6=7 ; 2d6=7 ; 2d6=12 ; 2d6=2 ; 2d6=2 ;
Monday April 23rd, 2018 3:30:50 PM


The red dragon sorcerer in his sights Wyaar sends a volley of smiting arrows towards the creature.

~~~~~~

Full attack to undead evil red dragon thing with all manyshot, deadly aim, rapid shot, haste + smite

Attack 1: Hit AC 44, 118 piercing damage, 5 cold, 5 electric, 18 axiomatic, 15 holy
Attack 2: Hit AC 46, 40 piercing, 1 cold, 4 elettric, 7 axiomatic, 7 holy
Attack 3: Hit AC 43, 40 piercing, 4 cold, 2 electric, 7 actiomatic, 12 holy
Attack 4: Miss AC 23
Rapid Shot: Hit AC 43, 43 piercing, 2 cold, 4 electric, 4 axiomatic, 2 holy
Haste Attack: Hit AC 44, 37 piercing, 4 cold, 3 electric, 7 axiomatic, 2 holy

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20=11 ; d20=5 ; d20=7 ; d20+14=24 ; 8d6=19 ;
Monday April 23rd, 2018 5:17:29 PM


Sesha resists the spell, and avoids most of the trouble from the rocks. Her stoneskin spell chips a little, but she takes no real damage.

She figured she might as well try to go for the quick finish. She targets Yojimbo with her magic, Control Undead. She can control up to 40HD, so hopefully he falls within that requirement. He needs to succeed on a Will Save, DC 27 to resist.

Her Witchfire, also incorporeal undead, hones in on Sakura, charging her and hitting with her flaming touch. 19 damage and Will Save DC 22 or be affected by Witchflame.



Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+22=30 ; d20+32=42 ; d20+25=30 ; d20+25=28 ; 2d8+9=17 ; 2d8+9=17 ;
Monday April 23rd, 2018 9:37:04 PM

The druid looks on in dismay as the wind is freed. Summoning more creatures will have to wait, there are more pressing matters to take care of first. Beriothian casts stone shape and blocks the ceiling, preventing the wind from escaping via that route.

fort save (WoB)= 30=PASS
Perception = 42

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Earth Elemental 1, HP = 184***
The elder Earth elemental spawns behind Yojimbo and immediately slams his mighty fists into him.

Slam 1 =30
Damage 1 = 17

Slam 2 =28
Damage 2 = 17

***spell list and active spells***
Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Active spells
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, whirlwind, earthquake
9 (3)- *Wail of the Banshee, elemental swarmx2, shapechange

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

[DM Hugh] Record keeping post  d4=4 ; d4=4 ; 2d6=6 ; 2d6=8 ; d20+17=28 ; d20+17=37 ; d4=3 ; d6+9=12 ; d20+17=27 ; d4=3 ; d20+17=33 ; d20+17=31 ; d4=1 ; d4=3 ;
Monday April 23rd, 2018 11:29:37 PM

Record keeping post

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells  d20+20=24 ; d20+23=43 ; d20+23=42 ; d20+23=42 ; d20+23=33 ; 2d8+5=9 ; 2d8+5=15 ; 2d8+5=10 ; 2d8+5=11 ; 4d6=18 ; 4d6=14 ;
Tuesday April 24th, 2018 12:15:53 AM

ooc: Can you put a key on the map showing which enemies are where? I am confused.

The banshee's wails pierce my ears, but other than the irritating noise reminiscent of fingernails on a chalkboard, I find myself unaffected. Immediately I (charge if possible) towards the white incorporeal form and place myself so that I am flanking him with Zane and unleash my attack.

Actions:
Fort save = 24 = pass
Charge/move to white incorporeal (if possible, if not red) and place myself in a flanking position
Hit AC 43 (Nat 20) Confirm Crit = 42 for 24dmg + 18 sneak = 42dmg
Smite atk hit AT 42 (nat 19 confirm crit = 33) for 10dmg (+11 if crit) + 14 sneak = 24dmg (35 if crit)

Also, if the enemy breaks through our barriers and the wind is about to escape I will use a hero point to cast shape stone and reseal it.

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
From Sesha
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Tuesday April 24th, 2018 12:20:28 AM

Forgot to mention that my weapons are +4 magically enhanced before the other spells incase the enemy has DR.

DM Mitch  d4=2 ; d20+16=33 ; 15d6=40 ; d20=16 ; d20=6 ;
Tuesday April 24th, 2018 5:57:20 AM

Restlin is not happy with the recent turn of events and he not only shrugs off the wail but he manages to avoid the trampling of the animated rocks. He dimensional steps over to Sesha, pulls out a quicken rod and summons an ice wall behind the party.

Garret makes an abundant step to show up behind the white dragon blooded sorceress ghost Sakura. He then flurries a smite evil using a ki point to get an extra attack and proceeds to destroy her even with her ghostly nature reducing the halfling’s damage by half. (OOC: ghosts take half damage from non-ghost touch weapons this is not DR)

Zane attacks the red dragon sorcerer using his smite ability and proceeds to destroy it.

Wyaar has no dragon blooded sorcerer ghosts to target. (OOC: You can re-reroll for the phantom or the animated stones subtracting smite damage and we will retroactively apply it)

Sesha goes to cast control undead but alas all the targets presented are either outsiders or constructs. (OOC: you can cast a new spell and we will retroactively apply it) Her witchfire goes to attack the incorporeal red shouting creature but the incorporeal creature is very nimble.

Beri holds off on summoning more creatures and instead seals the ceiling with stone shape. The area the party is in immediately darkens (OOC: your arena is now an area of darkness what this means is anyone without darkvision is blinded; this means no precision damage, must make a DC 10 acrobatics check to move faster than ½ speed or fall prone, can’t run or charge, 50% miss chance and you must pinpoint a target square before attacking, lose dex to AC and take a -2 penalty to AC, -4 penalty to perception and most str and dex based skills, automatically fail checks relying on vision, you can make a perception check as a free action to hear an unseen assailant to get the general area but if you beat the check by 20 or more you know its square, you can grope about to find assailants as a standard action, 50% miss chance but if a creature is there you have pinpointed it. If you are struck by a foe with a 5 foot reach you have pinpointed that creature until you move ) Beri’s earth elemental attacks the incorporeal red thing but it too misses with its attack.

Bosk charges forward to flank with Zane, but the enemy he targeted has died. A ghost monk is within his reach and faces his wrath instead,

The wind whips around the area having freed itself from the broken cage. (OOC: The environment is now under the effects of heavy wind. Ranged attacks are impossible, large creatures or smaller are unable to move forward unless succeeding on a DC 10 str check if on the ground or a DC 20 fly check if aloft, medium creatures and below on the ground are knocked prone and roll 40 feet taking 16 points of nonlethal damage unless a DC 15 str check is made, flying creatures of medium size or below are blown back 60 feet taking 8 nonlethal damages from the buffeting and fly checks are at a -12 penalty)

The red incorporeal creature retreats back to the shelter of the overgrown structure. (OOC: witchfire + earth elementals get AOOs)

One of the animated stones moves towards Zane and a ghostly monk emerges from the stone attempting to strike the dragon disciple with its touch but Zane is too nimble.

Another stone follows suit and a second ghostly monk emerges. This second monk is successful at touching Zane and Zane takes 3 Con drain.

A third stone tramples Wyaar (Wyaar can either take an AOO and take 12 damage or attempt a DC 18 reflex save to only take 6 damage)

A fourth ghost pops out of the stone adjacent to Wyaar touches the Paladin for 3 Con drain before reciding back into the cover of the animated stone.

The stones by Tink, Restlin and Sesha move a little and 2 more ghosts pop out one trying to touch Restlin and the other trying to touch Sesha. Both ghosts manage to touch our heroes and Restlin takes 1 point of Con drain while Sesha takes 3 points of Con drain.

A deep rumbling sound fills the area, as if something massive was moving. Bosk and Zane are so close that they can feel the ground shake. It’s hard to tell in the darkness but… did that hill just STAND UP?!?

A voice yells out in the darkness. ”FOOLS! You have done my work for me! Now die so that the bloodgrass may thrive and the Wold be reborn!”

A line of fire that almost looks like a snake extends out of the overgrown pavilion, shooting down the hill (Yes, it is standing!) and burning Bosk and Zane before twisting around to rush at Garret. All 3 of you take 40 damage, reflex save DC 27 for half.

There’s a loud twang, almost as if someone is firing ballistas at you, followed by a tinkling sound as the shots are caught in the wind and fall to the ground. Suddenly Bosk and Zane are swarmed with tiny shardlings and some strangling vine creature (8 of each on each PC).

The grass on the moving hill comes alive. It reaches out and tries to seize the two nearby taurs, all the while the small swarming creatures tangle them up and make it even harder to avoid the reaching tendrils (It beat both of your CMDs, but I don’t know if either of you have Freedom of Movement).


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+23=37 ; d20+26=42 ; d20+35=40 ; d20+35=51 ; d20+50=59 ; d4+1=3 ; 3d6+1=15 ; d4+1=5 ; 5d8=22 ; 5d8=18 ; 6d6=18 ; 6d6=24 ; 6d6=19 ; 6d6=22 ; 6d6=20 ; 6d6=25 ; 10d6=39 ; 10d6=33 ; d20+17=36 ; d20+8=21 ; d20+8=19 ; d20+5=21 ; d20+5=18 ; d20+5=8 ; d20+5=19 ; d20+5=7 ;
Tuesday April 24th, 2018 8:18:16 AM

Things just got real. Tink dodges past the rock and begins casting a few spells.

2 Astral Deva's appear as do a few Bralani. 2 are instantly hit by the wind and get pushed towards the wall.

They all can see clearly in the dark and unload some spells.

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

Fort Save vs DC24: 37 = Pass
Ref Save vs DC18: 42 = Pass. Ring of Evasion = no damage.


If Tink is allowed her previous action:
Swift action - Defensively Cast Spectral Hand (40 = Pass).
Standard action - Defensively Cast Stone Shape (51 = Pass) on AE to turn it into an archway (ie: carve out the middle of it). No Saving Throw. No SR. A hole of up to 30cu.ft. If there's already no ghost in AE then the one with Ti.

Tink's actions this turn
Free action - Tink being attacked activates her Empowered Symbol of Weakness on her shield. Fort Save vs DC24 or take 3d6*1.5 = 21 Str Damage within 60ft
Move action - Freedom of Movement negates anything that usually impedes movement. Fly check if needed: 36. Acrobatics to move through/over AE and avoid AoO from Ju. Going to use Moment of Prescience for a +17 bonus. Acrobatics check: 60 - 10 for more than half speed = 50 vs AE CMD + 5, and Ju CMD
Standard action - Cast Time Stop (3 rnds)
... Bonus Rnd 1 - Cast Summon Monster IX (Astral Deva 1)
... Bonus Rnd 2 - Cast Summon Monster IX (Astral Deva 2)
... Bonus Rnd 3 - Cast Summon Monster VIII (5 x Bralani Azatas). BR3 summoned in formation but blows backwards to the east, as does BR5.
Free action - Command Summons to Attack

AD1: Holy Smite to affect Ti and Sa. 22pts (39pts if outsider) damage + Blinded. Will Save vs DC20 for half and no blindness.
AD2: Holy Smite to affect Ti and Sa. 18pts (33pts if outsider) damage + Blinded. Will Save vs DC20 for half and no blindness.

BR1: Lighting Bolt Ju and chinese character. 18pts damage. Ref Save vs DC15 for half.
BR2: READY action: Lighting Bolt TI when it emerges. 24pts damage. Ref Save vs DC15 for half.
BR3: Lighting Bolt Oyo. 19pts damage. Ref Save vs DC15 for half.
BR4: Lighting Bolt Oyo. 22pts damage. Ref Save vs DC15 for half.
BR5: READY action: Lighting Bolt Sa when it emerges. 20pts damage. Ref Save vs DC15 for half.

Tink, Wyarr, BR1 2 4, and the ADs all benefit from the ADs Protective Auras...
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws, a magic circle against evil effect and a lesser globe of invulnerability.

All BRs, ADs and Tink have Darkvision.

ADs - AC33. Lesser Globe of Inv + Prot from Evil
BR1 2 4 - AC24. Lesser Globe of Inv + Prot from Evil
BR3 5 - AC24. Lesser Globe of Inv + Prot from Evil
Tink - AC42. Lesser Globe of Inv + Prot from Evil

AD1, AD2, BR1, BR2, BR4 - Standing. Str checks: 21, 19, 21, 18, 19
BR3 - prone. 16pts non-lethal. Str check: 8
BR5 - prone. 16pts non-lethal. Str check: 7

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Tuesday April 24th, 2018 12:10:42 PM

ooc: between blink and blur and protection from fire the spell will cause Bosk little dmg.

I do not think I have freedom of movement at this time, but I am blinking between the shadow realm and the material plane, so I assume it cannot grapple me.

I also have an ability that will allow me to ignore difficult terrain when moving.

As for the creatures, I have magic circle against evil cast on my self. Does this have any effect in the enemies attacking and grappling me?

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:14/17 CMD: 49 SR: 28]  d20+23=33 ;
Tuesday April 24th, 2018 12:29:21 PM

Garret blinks when the lights go out. He sees the flame coming at him and ducks under it. Then he calls out over the links, "Hey, who turned the lights out? I can't see a thing!"

OOC:
Reflex save, DC 27: 33, Pass!

I don't know if Garret is in range of anything.

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 2/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20=12 ; d20=16 ;
Tuesday April 24th, 2018 4:00:32 PM

Wyaar cast Death Ward on himself

Bosk AC: 39/17/35 blur, blinking, DR10/magic, CMD: 35 197 hp /169 (18 are temp) Spells  d20+20=38 ; d20+16=29 ; d100=43 ; d100=77 ;
Tuesday April 24th, 2018 4:46:45 PM

ooc: More to come. Updating my header. I realized my AC was never updated with my armor upgrade and I was giving myself 3 too many hp. Hp was reduced.

The fire scorches the air around me. I am able to dodge the worst of it, and before I can be baked by the remaining heat I blink into the cool of the shadow realm.

Reflex save= 29, success. 1/2 dmg.
Miss % from blur = 43, no effect.
Miss chance from Blink = 77, blink is successful. No dmg taken

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+20=33 ; d20+16=22 ;
Tuesday April 24th, 2018 5:33:46 PM

Zane twists completely out of the fire blast, avoiding any damage at all. (evasion)
With his Water element vest, he also has freedom of movement, he shakes the shardlings off and takes to the air..... (fly check 22)
Hit points adjusted for Con damage.

Zane casts displacement on himself, extending it as well.

"That trick they are doing with the stones is gonna be trouble...." Over the rings....

Haste* 15 rounds, Heroism, Mage Armor*, Displacement* (*= extended)

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Tuesday April 24th, 2018 6:39:54 PM


When the ghosts seem unaffected by control undead, Sesha is thoroughly confused. (Will retroactively cast Death Ward)Thanks to her darkvision, she can see just fine, but now there's other issues.

She was good and flabbergasted with this encounter already, and she was sick and tired of constructs. She casts blink, and gets a little distance in the air.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Tuesday April 24th, 2018 6:40:23 PM

Autopass concentration check to cast defensively.


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+25=29 ; d20+25=40 ; d8+9=12 ; d8+9=17 ; d20+25=28 ; 2d8+9=22 ; 2d8+9=17 ; 2d8+9=20 ;
Tuesday April 24th, 2018 10:07:17 PM

Seeing thigns start to get crazy, the druid activates his ring of blinking for a little extra protection.
I think another pair of arms are in order here
The druid channels one of his elemental swarm spells to spontaneously summon a storm giany.

***Elder Air Elementals***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Earth Elemental 1, HP = 184***
The elder Earth elemental strikes out at the retreating incorpreal (AOO), then slams the nearest enemy (...my elemental got lost, and I don't remember where Yojimbo... apologies if he's off a few squares, feel free to correct ).

Attack of Opportunity
Slam 2 =28
Damage 2 = 17

Slam 1 =29
Damage 1 = 20

Slam 2 =40
Damage 2 = 22

***spell list and active spells***
Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Active spells
Blink
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, earthquake
9 (3)- *Wail of the Banshee, elemental swarmx2, shapechange

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 150/150 (Spells) Luck Points: 15/22  d20+11=30 ; d20=1 ;
Tuesday April 24th, 2018 10:35:28 PM

Restlin's tougher than he looks, but not tough enough to go having his constitution drained.

He backs up 5' towards where Wyarr was, hopefully judging the distance correctly in the dark. (Fly check is 30, even with the penalty).

If all goes well, he starts casting Summon Monster V.

***

AC is 17/8/14 this round. CMD is 21. Eesh...



Bosk AC: 40/18/36 (+1 added for air mastery) blur, blinking, DR10/magic, CMD: 35 197 hp /169 (18 are temp) Spells  d20+21=24 ; d20+21=25 ; d20+21=37 ; d20+21=27 ; 2d8+10=18 ; 2d8+10=18 ; 2d8+10=21 ; 2d8+10=19 ; 4d6=13 ; 4d6=16 ; 4d6=14 ; 4d6=20 ; d20+25=26 ; d20+17=23 ; d6+6=11 ; 4d6=9 ; d20+26=33 ; d8+11=13 ; 4d6=12 ; d20+20=39 ; d20+20=34 ; 2d8+10=23 ; 2d8+10=22 ; 4d6=16 ; d20+12=16 ; d20+15=28 ; 2d8+10=16 ; 4d6=19 ; d20+5=17 ; d8+6=8 ; 4d6=11 ; d20+27=42 ; 2d8+10=19 ; 4d6=17 ; d20+27=28 ; d20+27=43 ; d20+27=34 ; d20+27=40 ; 2d8+10=16 ; 2d8+10=19 ; 2d8+10=19 ; 2d8+10=20 ; 4d6=12 ; 4d6=14 ; 4d6=15 ; 4d6=15 ; 2d6=7 ; d20+6=19 ;
Wednesday April 25th, 2018 12:56:23 AM

I feel the crystaline creatures crawling on my skin and in my fur, like a dozen tiny beetles. I quickly fly 5ft up towards the south east (1 5ft step 3 dimensionally up, south and east). As I blink between the physical and ethereal plane I feel those clinging to me drop away as gravity pulls them down and I slip from their grasp.

All around me I hears gasps as people's constitution fails them. You Fools! Do You Not Know By Now That All Life Hangs By A Thread? I AM THAT THREAD!!!! I look to see if I can reach the ghost monk Ri or No (I cannot tell if I can hit him or not. I have a special ability granting myself and all my an at will gear ghost touch.) If I can hit him I will try to take him out first and send him to meet Gargul. If not I focus all my attention on the Collossus.

Action
---------------------------------
Saves made in above post, no dmg taken.
Fly (Bosk is large sized. I by your description I don't think I need to make a check. If I am wrong, he has the agile feet ability that allow him to ignore difficult terrain and move freely through it. If the wind counts as difficult terrain Bosk will cast quickened air walk as a swift action. If not and Bosk is effected by the wind he will use a hero point to cast it as a free action. With that I should be able to treat it like I am walking on the ground. With that Strength check = 19)
5ft step 3 dimensionally up, south and east

AoO from last round from enemies initially approaching me. (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)
AoO 1 vs Ghost Monk RI with Bastard Sword hit AC 30 for 18 dmg + 13 sneak dmg = 31dmg
AoO 2 vs Crystaline Collassas with Bastard Sword hit AC 31 for 18 dmg + 16 sneak dmg = 34dmg
AoO 3 vs Crystaline Enemy 1 with Bastard Sword hit AC 43 for 21 dmg + 14 sneak dmg = 35dmg
AoO 4 vs Crystaline Enemy 2with Bastard Sword hit AC 33 for 19 dmg + 20 sneak dmg = 39dmg

Full Attack (tart with Ghost monk if within reach. Then move onto Colossus)
Main Hand Atk 1 Hit AC 26 (Nat 1, miss)
Off Hand Atk 1 Hit AC 23 for 11dmg + 9 sneak dmg = 20dmg
Nat Atk Horn Gore Hit AC 33 for 13dmg +12 sneak = 25dmg
Main Hand Atk 2 Hit AC 39 (confirm crit 34) for 23 dmg (55 if crit) + 16 sneak dmg = 39dmg (71 if crit)
Off Hand Atk 2 Hit AC 16 (miss)
Main Hand Atk 3 Hit AC 28 for 16 dmg + 19 sneak dmg = 35dmg
Off Hand Atk 3 Hit AC 17 for 8dmg + 11 sneak dmg = 19dmg
Extra Attak from Haste Hit AC 42 for 19 dmg + 17 sneak +7 bane from embryon's tear = 43dmg

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 28 (nat 1, miss)
AoO 2 with Bastard Sword hit AC 43 for 16 dmg + 12 sneak dmg = 28dmg
AoO 3 with Bastard Sword hit AC 34 for 19 dmg + 14 sneak dmg = 33dmg
AoO 4 with Bastard Sword hit AC 40 for 19 dmg + 5 sneak dmg = 24dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
From Sesha
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

[DM Hugh] Record keeping post  d20-4=0 ; d20-4=13 ; d20+14=26 ; d20+14=16 ; d20+14=17 ; d20+14=22 ; d20+14=31 ; d20+24=37 ; d20+24=32 ; d20+19=24 ; d20+19=31 ; d20+14=17 ; d20+14=15 ; d20+9=28 ; d20+24=25 ; d20+24=33 ; d20+19=39 ; d20+19=31 ; d20+14=25 ; d20+14=30 ; d20+9=26 ; d20+17=18 ; d20+17=19 ; d20+24=34 ; d20+24=33 ; d20+19=22 ; d20+19=32 ; d20+14=33 ; d20+14=23 ; d20+9=15 ; d20+17=20 ; 21d6=81 ;
Wednesday April 25th, 2018 2:57:44 AM

record keeping post

DM Mitch  d20+11=17 ; d20+11=21 ; d20+6=8 ; d20+6=24 ; d20+6=21 ; d20+6=16 ; d20+6=11 ; d20+27=33 ; d20=9 ;
Wednesday April 25th, 2018 8:36:08 AM

(OOC: First off the ghosts have the ability to possess the stones and turn them into animated objects. If the blue ghost monk is on top of the stone the stone is animated otherwise the ghost monk is outside the stones. Currently only the 2 monks by Wyaar are in the cover of the stones as the other monks had to move the stones to get in range to attack.)

Previously Tink turned the stone Ti was possessing into an archway. The animated stone is now an animated archway but that seems to have slowed it down. (OOC: ruling that the archway is more awkward to move than the stone so movement speed is reduced)

Tink dodges past the rocks and summons some Astral Devas and Bralanis after time stopping. The Devas proceed to cast holy smite dealing 11 points of damage and 9 points of damage to the animated stones Tietsu and Saramusa are possessing.
Tink’s first Bralani drops a lightning bolt going after Junyoshi and the chinese character stone Junyoshi dodges the bolt but the stone takes full damage. The rest of the Bralanis all either cast their own lightning bolts immediately or wait for the monks to emerge from the stones either way the bolts miss sadly as the ghost monk’s are very nimble and have improved evasion.

Garret blinks when the lights go out and unfortunately he isn’t in range of anything at the moment but he does manage to dodge the fire snake.

Wyaar casts death ward on himself.

Zane also avoids the fire snake shaking off the shardlings and casting extended displacement on himself as he takes to the air.

(OOC: regarding death ward, only the 2 sorcerers were visible targets at the time of your casting and they already were destroyed. The 6 monks were possessing the stones meaning the stones were constructs at the time and not susceptible to the control undead, if the ghost is outside the stone you can cast control undead; sorry for confusion)

Sesha had previously cast death ward and now casts blink and gets some air distance.

Beri summons a storm giant. His elemental’s AOO misses against the fleeing phantom.
(OOC: Yojimbo is destroyed but it can attack the collosus) Unfortunately the attacks against the collosus also miss.

Restlin backs up towards Wyaar and starts casting summon monster.

The stone Rietsu rode in on took 18 damage from Bosk’s AOO. The AOO against the colossus missed.
Bosk goes after Rieza after ridding himself of the things swarming him. Rieza gets destroyed by most of Bosk’s attack before following up against the collusus on the haste attack but that misses.

Nomura flurries at Zane with ghost touched shurikens before retreating into the stone all the shurikens miss their mark.

Tietsu and Saramusa attack Wyaar with their corrupting touches both miss and retreat back into their stones.

Oyonchol flurries at Sesha with ghost touched shurikens before retreating into the stone. All the shuriken miss Sesha too.

Junyoshi attacks Restlin with a touch before retreating into his stone. Restlin takes 81 damage and must make a DC 91 concentration check or lose his summon spell.

The sounds of the lich spellcasting echoes out before all of Tink’s summons simply vanish, sent back to whence they came. ”Your summoning will not help you fools! You fight alone here!”

The phantom that earlier darted out to use wail of the banshee re-emerges from the overgrown building and charges Zane. It is much bigger and no longer a ghost, but a rolling ball of ectoplasm. It tries to slam Zane, but fails, and emits a frightful presence (everyone in 30 yards make a DC 22 will save or be Shaken)

The packs of shardlings run off away from Bosk and Zane, vanishing into the dark (you get an AoO to kill a few as they go).

The collosus advances and more rounds of shots firing and being knocked down by the wind are heard. Unable to find Tink, the packs of enemies all cover Wyarr (Do you have freedom of movement or other abilities to prevent grappling? If not, you’re grappled.)

Updated Map


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20+16=30 ; d4+1=3 ;
Wednesday April 25th, 2018 10:46:53 AM

Wyaar draws his dagger and stabs out at one of the things crawling over him.

~~~~~
Grappled!

Move Action: Draw weapon
Standard: Attack a shardling. HIt AC 30 for 3 damage

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:14/17 CMD: 49 SR: 28] 
Wednesday April 25th, 2018 11:50:48 AM

In the flashes of casting spells and things, Garret gets a glimpse of the battlefield, but darkness soon quickly appears again. He drops the foot or so to the ground to keep his footing against the howling wind, puts his hand along the wall, and then quickly moves in the direction where he had seen Sesha.

OOC:
Moving along the wall counterclockwise.

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 2/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+21=37 ; d20+24=36 ; 2d8+23=31 ; d20+16=31 ; d20+28=42 ; d20+23=25 ; d20+18=31 ; d20+28=36 ; d20+23=28 ; 2d8+23=34 ; 2d8+23=39 ; 2d8+23=37 ; 2d8+23=36 ; d8+23=26 ; 2d6=5 ; 2d6=8 ; 2d6=5 ; 2d6=6 ; 2d6=3 ;
Wednesday April 25th, 2018 5:43:27 PM

Zane is unfazed by the presence effect and takes an AoO from it's charge to reach him. (Zane has reach)

AoO hits AC 36, Damage 31

Zane hovers without trouble (31 fly), as he does so, he unleashes a series of attacks at the Phantom.

Attack 1 AC 42 Damage 34 (+ 5 Holy)
Attack 2 AC 25 Damage 39 (+ 8 Holy)
Attack 3 AC 31 Damage 37 (+ 5 Holy)
Haste AC 36 Damage 36 (+ 6 Holy)
Horns AC 28 Damage 26 (+ 3 Holy)


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+25=33 ; d20+25=42 ; d20+25=43 ; 2d8+9=18 ; 2d8+9=18 ; d3=3 ;
Wednesday April 25th, 2018 10:28:11 PM

Having finished his summons the druid and looks around. While the light show is spectacular, it's gotten a little too dark inside this room.
The druid decides to channel another spell to summon 3 elder fire elementals to light up the room with their flaming, bonfire-esque bodies.

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Earth Elemental 1, HP = 184***
The elder elemental lays into the phantom, moving on to No should it happen to fall

Slam 1 =33
Damage 1 = 18

Slam 2 =42
crit roll = 43
Damage 2 = 18
***

***Storm Giant***
The storm giant hears the giant collasas and casts chain lightning on it, extending the chain to hit the lich, SA, TI, and crystaline enemies 5,6,and 7.

Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

***

***spell list and active spells***
Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Active spells
Blink
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, earthquake
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 69/150 (Spells) Luck Points: 15/22  d20=17 ;
Wednesday April 25th, 2018 11:22:03 PM

Holy moly. That hurt. One more hit like that & Restlin was a goner. He uses what's left of his dimensional step ability to get the heck out of dodge.

Still gripping his swift spell rod, he casts a quick greater invisibility spell.

***

Standard: Dimensional step away. Doesn't trigger an AoO. He's about 60' in the air.
Swift: Greater invisibility
Move: Get blown around by this stupid wind, I assume.

AC is 33/24/30 this round. CMD is 37, and Restlin has freedom of movement.

Bosk AC: 40/18/36 (+1 added for air mastery) blur, blinking, DR10/magic, CMD: 35 197 hp /169 (18 are temp) Spells  d20+6=25 ; d20+25=27 ; 2d8+10=23 ; 4d6=16 ; d20+17=22 ; d8+6=11 ; 4d6=10 ; d20+26=32 ; d8+11=16 ; 4d6=11 ; d20+20=22 ; 2d8+10=26 ; 4d6=16 ; d20+12=26 ; d8+6=12 ; 4d6=9 ; d8=7 ; d20+15=29 ; 2d8+10=24 ; 4d6=14 ; d20+5=6 ; d8+6=11 ; 4d6=19 ; d20+27=33 ; d20+27=45 ; d20+27=31 ; d20+27=38 ; d20+27=31 ; 2d8+10=19 ; 2d8+10=20 ; 2d8+10=17 ; 2d8+10=18 ; 2d8+10=21 ; 4d6=11 ; 4d6=9 ; 4d6=20 ; 4d6=15 ; 4d6=13 ; 2d6=7 ;
Wednesday April 25th, 2018 11:55:37 PM

d20+27=42 ; 2d8+10=19 ; 4d6=17 ; d20+27=28 ; d20+27=43 ; d20+27=34 ; d20+27=40 ; 2d8+10=16 ; 2d8+10=19 ; 2d8+10=19 ; 2d8+10=20 ; 4d6=12 ; 4d6=14 ; 4d6=15 ; 4d6=15 ; 2d6=7 ; d20+6=19 ;

That's one ghost monk down. Careful of the Colossus, it shrugged off a pretty solid hit (hit AC 42). This is going to be a fun one! There is a note of excitement in my voice as picture pummeling the creature back into ground. (seven attacks a round means a natural 20 about ever thee rounds :)

Everyone, remember to communicate. Let the group know if you need healing or assistance. As I say this I unleash another dozen blows as enemies move towards and away from me. I can feel my attacks getting sloppy, but hopefully the phantom is squishy and used to relying on his incorporeal nature to save him...unfortunately for him I am a dual citizen of the land of the living and the land of the dead.

Action
---------------------------------
Air walk treats it as if I am walking on the ground. With that Strength check = 25
Frightful Presence: Immune to fear

AoO from last round actions (rolls we done in previous post)Bosk has reach and can make AoO while flat footed
AoO 1 vs fleeing Crystaline Enemy 1 with Bastard Sword hit AC 28 (nat 1, miss)
AoO 2 vs fleeing Crystaline Enemy 2 with Bastard Sword hit AC 43 for 16 dmg + 12 sneak dmg = 28 dmg
AoO 3 vs Colossuss with Bastard Sword hit AC 34 for 19 dmg + 14 sneak dmg = 33 dmg
AoO 4 vs Lich (or if not in range Phantom) with Bastard Sword hit AC 40 for 19 dmg + 5 sneak dmg = 24 dmg

Full Attack (start with phantom Note that my weapons and armor have ghost touch)
Main Hand Atk 1 Hit AC 27 for 23 dmg + 16 sneak damage = 39 dmg
Off Hand Atk 1 Hit AC 22 for 11 dmg + 10 sneak dmg = 21 dmg
Nat Atk Horn Gore Hit AC 32 for 16 dmg +11 sneak = 27 dmg
Main Hand Atk 2 Hit AC 22 for 26 dmg + 16 sneak dmg = 40 dmg
Off Hand Atk 2 Hit AC 26 for 12 d mg + 9 sneak dmg = 21 dmg
Main Hand Atk 3 Hit AC 29 for 24 dmg + 14 sneak dmg = 38 dmg
Off Hand Atk 3 Hit AC 6 (Natural 1, miss)
Extra Attak from Haste Hit AC 33 for 19 dmg + 11 sneak +7 bane from embryon's tear = 37 dmg

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 45 for 20 dmg + 09 sneak dmg = 29 dmg
AoO 2 with Bastard Sword hit AC 31 for 17 dmg + 20 sneak dmg = 37 dmg
AoO 3 with Bastard Sword hit AC 38 for 18 dmg + 15 sneak dmg = 33 dmg
AoO 4 with Bastard Sword hit AC 31 for 21 dmg + 13 sneak dmg = 34 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
From Sesha
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Thursday April 26th, 2018 4:51:36 AM

"Well THAT didn't work out so well" Tink is thoroughly unhappy that her summons have gone so quickly. She had some grand plans for those divas too. Not only that but there's a huuuge 'thing' next to her. At least it hadn't seen her yet.

She teleports herself safely away to stand over near Garret (can someone please update the map for me?)

Standard: Use Dimensional Step ability to teleport next to Garret. Does not provoke an AoO

Swift: Cast Spectral Hand


DM Mitch  d100=81 ; d100=82 ; d100=38 ; d20+17=28 ; d20+17=19 ; d4=2 ; d4=1 ; d20+24=27 ; d20+24=33 ; d20+19=38 ; d20+19=38 ; d20+14=24 ; d20+14=17 ; d20+9=28 ; d20+24=39 ; d20+24=34 ; d20+19=39 ; d20+19=24 ; d20+14=26 ; d20+14=22 ; d20+9=26 ; 2d10+5=17 ; 2d10+5=17 ; 2d10+5=16 ; 2d10+5=16 ; 2d10+5=12 ; 2d10+5=14 ; d100=26 ; d100=43 ; d100=82 ; d100=8 ; d100=45 ; d100=59 ; d10+6=13 ;
Thursday April 26th, 2018 5:10:28 AM

Wyaar is grappled, he draws his daggers and hits one of the swarmers for 3 damage.

Garret moves along the wall counterclockwise towards where he remembered seeing Sesha.

Zane pounds away at the Phantom, destroying 3 mirror images and almost killing it.

Beri summons some fire elementals to help light up the room.

Restlin retreats and casts greater invisibility on himself.

Bosk unleashes a huge flurry of blows, most of which miss. The two blows that land are enough to finish off the heavily weakened Phantom.

Tink is really annoyed at her summons vanishing. She teleports away in a huff. (Updated!)

Beri’s fire elementals light up the area. This allows the party to get a full view of their enemies, including the former hill.

The creature looks like an small blood red mountain with short, thick legs. Dirt and dust covers it from when it was disguised as a hill, but it still glows with reflected the light off it’s polished hide. It has no clear front or back and grass writhes over every inch of it like a living carpet, searching for things to seize and throttle. On each leg juts a contraption, like a crossbow as big as a Taur, the source of the frequent clicking and twanging noises. Rather than single, large bolts it’s filled with jagged crystals and small pods with more writhing, tentacle-like grass.

Everyone within 30 yards of the golem (Tink, Beri, Bosk, Storm Giant) must make a DC 16 Fortitude save or be dazzled.

Even as you watch the crossbows fire, sending a cloud of shards and pods flying outwards. They’re immediately caught by the wind and thrown to the ground, where they stand and rush to the Storm Giant - though they are to small in size and number to grapple it. The writhing grass around each crossbow twists about, pulling more ammo from within the fold of the thing and quickly reloading the weapons to fire again.

The ghosts Oyo and Ju seem somewhat annoyed at their opponents fleeing and their shuriken doing nothing to Sesha. After a moment they burst out of the stones they had been possessing and fly after Sesha, taking refuge inside the wall behind her and touching her with their spectral hands doing 3 con drain to her.

The ghosts Ti and Sa take advantage of Wyarr being grappled and flurry him. Enough of their many attacks land to do 61 damage to him (already subtracted your dr/5 - don’t subtract again). However in doing so they make themselves vulnerable (they have partial cover instead of total cover this round)

No, realizing he’s in trouble with several powerful enemies nearby tries to trample Zane and flee. However the Tuar is so big that it merely slams into him, doing no real damage, and goes nowhere.

The enemies grappling Wyarr pin him down and start stabbing at him. This is… incredibly ineffective and does nothing due to his magical protection. More dangerous are the pods - they wrap their long, vineline limbs around him and throttling him for 8 damage (already subtracted DR).

The shardlings on the northeast side of the map are nowhere to be seen. With the light now shining on the area they should be visible, but they aren’t.

Now that there’s light the party can see the Lich’s refuge. The small building on the Colossus is still sitting there, but now that it’s mobile and active it’s evident that it’s a intentionally designed defensive fortification. It’s made of the same material as the golem, and the grass and vines growing on it are writhing just like everything else on it. There are 4 tiny arrow slits in it and no other openings.

The sound of his casting occurs again - 2 of the 3 Elder Fire Elementals vanish. The other remains though, spreading light through the area).

Updated Map


[DM Hugh] Record keeping post  d4+4=7 ; d2=1 ; d2=2 ; d2=1 ; d2=2 ; d2=1 ;
Thursday April 26th, 2018 9:15:20 AM

record keeping post

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+13=14 ; d12=2 ; d12=6 ; d12=8 ;
Thursday April 26th, 2018 9:48:06 AM

(Sorry late post. I'm out of the states and just realized what kind of differences there are timewise.)

Sesha's witchfire changes targets, picking on the relatively slow reflexes of the colossal creature, but is distracted by something in it's rocks. (nat 1)

Sesha casts True Seeing, so she can spot her injured lover. She flies (Oyu and Ju get Aoos if they can reach her in the air), to Restlin, and casts a quickened cure serious wounds spell. (Restlin heals 47hp)



Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (80/117 with con damage), DR 5/Evil  8d6=32 ; d20+18=31 ; d20+13=19 ; d20+8=25 ; d20+3=17 ; d20+19=34 ; d4+1=5 ; d4+1=3 ; d4+1=5 ; d4+1=5 ; d4+1=4 ;
Thursday April 26th, 2018 10:09:15 AM

Wyaar takes a hit and gets throttled and presses a hand to himself where it flashes bright blue for a moment before he starts stabbing away with that dagger.

~~~~~~~

Lay on Hands as swift action: 32 hp healed

Full attack at the stranglepods on him:

Attack 1: Hit AC 32, 5 damage
Attack 2: Hit AC 19, 3 damage
Attack 3: Hit AC 25, 5 damage
Attack 4: Hit AC 18, 5 damage
Haste Attack: Hit AC 34, 4 damage

Forgot about haste in all but the final roll

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+16=20 ; d20+28=47 ; d20+28=42 ; d20+23=39 ; d20+18=31 ; d20+28=41 ; d20+23=35 ; 2d8+23=36 ; 2d8+23=34 ; 2d8+23=34 ; 2d8+23=34 ; 2d8+23=36 ; d8+23=25 ; 2d6=3 ; 2d6=5 ; 2d6=6 ; 2d6=6 ; 2d6=6 ;
Thursday April 26th, 2018 2:49:05 PM

Zane continues to hover, and if the specter shows, he'll pummel it, if it doesn't, he'll pound the stone it's hiding in until he shows up and then continue pounding the specter.

Attack 1 AC 47 (confirm 42) Damage 36 (crit 34) (+ 3 Holy)
Attack 2 AC 23 Damage 34 (+ 5 Holy)
Attack 3 AC 31 Damage 34 (+ 6 Holy)
Haste AC 41 Damage 36 (+ 6 Holy)
Horns AC 35 Damage 25 (+ 6 Holy)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 11/22  10d6=25 ; d20+17=33 ; d20+25=40 ; d20+19=23 ; d20+20=32 ;
Thursday April 26th, 2018 3:02:27 PM

"Thanks, love. I needed that."

Restlin moves quickly, throwing up a repulsion field around himself and Sesha. Then, using his swift rod, he knocks a glowing red ball over his shoulder towards Wyarr. He moves a bit to throw off any attackers.

***

Standard: Repulsion - 160ft radius. Will save DC 33. Spell penetration check is 40.
Swift: Selective fireball near Wyarr. I should be able to hit the lich, colossus, Sa, and all those things badgering Wyarr. 25 damage, reflex DC 23 for half. Spell resistance check if applicable is 32. Wyarr is not affected.
Move: Move

Note: Repulsion basically covers this entire chamber and prevents any creature from coming closer to me. It's gonna be tough for those two jerks on the left with their stupid rocks to move around if they fail their check.

Greater invisibility: 15 rounds

Edit: Forgot to update HP in header.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:11/17 CMD: 49 SR: 28]  d20+36=41 ; d20+36=43 ; d20+31=36 ; d20+31=33 ; d20+26=42 ; d20+26=32 ; d20+21=35 ; d20+36=38 ; d20+36=52 ; 2d8+17=29 ; 2d8+17=30 ; 2d8+17=29 ; 2d8+17=26 ; 2d8+17=28 ; 2d8+17=27 ; 2d8+17=26 ; 2d8+17=26 ; 2d8+17=32 ;
Thursday April 26th, 2018 7:09:53 PM

Garret looks around in the brief light and figures he's not going to be able to do a lot out in the open with all the ghosts and darkness. He spots the hut on top of the monster and decides to just go for what appears to be the creature in charge. He says over the rings, "Ok, I am going in!" He steps forward and disappears.

OOC:
Abundant step to inside the hut with the hairy lich. Is the lich hairy? Well, it's probably dark in there, too, but I figure the space is small enough that Garret can figure out which part is not Garret and which part is lich. Flurry!

Attacks/Dam (w/ki for one extra): 41/29 43/30 36/29 33/26 42/28 32/27 35/26 38/26 52/32

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 3/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+22=28 ; d20+17=22 ; d20+25=32 ; d20+25=29 ; 2d8+9=12 ; 2d8+9=12 ; d20+29=35 ; d20+24=30 ; d20+19=38 ; d20+19=36 ; 4d6+23=39 ; 4d6+23=36 ; 4d6+23=42 ;
Thursday April 26th, 2018 10:36:36 PM

Beri manages to summon three full fire elementals, only two see two of them immidiately snuffed out (was that a held action, since the elementals wouldn't spawn until the start of my turn? )
Hmm, looks like this is not going to be a good fight for a summoner...
The druid orders the fire elemental to keep out of view of the slits for the time being, he is more valuable giving light at the moment then risking his life.
Suddenly insipriation hits the druid... it's a long shot, but why not? He calls out to the wind in his best Auran.
If by any chance you are a sentient wind and can understand me, we are the good guys. We have been sent to free you and to seek your aid in saving the Wold from one of the greatest dangers it's ever known. We thank you for blowing the projectiles away, and if you could blow some of these monster stones into the COLOSSUS's leg weapons it would be greatly appreciated.

Realizing the summons are not the way to go, the druid casts transmute rock to mud on the ground under the COLOSSUS's feet.

***Elder Fire Elemental***
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +19, Will +7
Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

The fire elemental follows his commands, staying out of view of the one dismissing the other summons.

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 184***
The elder elemental continues it's attck on NO, hoping to be more effective in the light

Slam 1 =32
Damage 1 = 12

Slam 2 =29
crit roll = 43
Damage 2 = 12
***

***Storm Giant***
Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

The storm giant takes his sword and starts swinging ant the annoying red things crawling all over him

Sword attack 1 = 35
Sword damage 1 = 39

Sword attack 2 = 30
Sword damage 2 = 36

Sword attack 3 = 38
crit roll =36
Sword damage 3= 42

***
***spell list and active spells***
Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Active spells
Blink
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, earthquake
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)
Beri Fort save = 28 -> PASS
Storm Giant Fort save = 22 -> PASS

[DM Hugh] Record keeping post  d20=5 ; d20+24=44 ; d4+24=26 ; d4+4=6 ; d100=9 ; d100=31 ; d100=2 ; d100=39 ; d100=99 ; d100=8 ; d100=68 ; d100=79 ; d100=64 ; d8=4 ; d20+20=25 ; d4=3 ; d20+17=32 ; d4=3 ; d20+17=33 ;
Friday April 27th, 2018 12:05:35 AM

record keeping post

Bosk AC: 40/18/36 (+1 added for air mastery) blur, blinking, DR10/magic, CMD: 35 187 hp /169 (18 are temp) Spells 
Friday April 27th, 2018 1:06:15 AM

That is one more down for Zane and I![/b[/i] I watch as the others begin taking down the lich's fortress and quickly assess the situation. Quickly I aim and cast Shatter on the west side of the Lich in order to give others a clear shot at him. (If that side is already open I will aim at the North side.)

Actions
------------------------
Cast shatter to destroy walls around lich.
Fly so that I am flanking the lich. (I moved Bosk on the map, he should be able to attack from the west side and is flanking through the corners with Garret.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
[b]From Sesha

Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+23=31 ; d20+20=38 ;
Friday April 27th, 2018 5:10:59 AM

Tink decides to try a little more debuffing. As soon as she sees the Lich through the arrow slit she send a Greater Dispel magic his way.

"I'm going to try and drop some more of his buffs off. How's everyone else doing? Do we have this?"

Fort Save vs DC16: 31 = Pass
Standard: Gtr Dispel Magic. Dispel Check: 38. DC = 11 + the spell's caster level. Dispels 5 spells, starting with the highest level spells and proceeding to lower level spells
Move: Ascend to 40ft high


DM Mitch  10d6=34 ; d20=4 ; d20=13 ; d20+50=70 ; d20+50=52 ; d20+14=26 ; d20+14=32 ; d20+14=21 ; d20+14=33 ; d20+14=22 ; d20+14=18 ; d20+14=24 ; d20+14=20 ; d20+14=30 ; d20+14=32 ; d20+14=15 ; d20+14=15 ; d20+14=29 ; d20+14=23 ; d20+14=33 ; d20+14=30 ; d20+14=21 ; d20+14=28 ; d20+14=33 ; d20+14=27 ; d20+14=30 ; d20+14=17 ; d20+14=32 ; d20+14=31 ; d20+14=25 ; d20+14=18 ; d20+14=33 ; d20+14=18 ; d20+14=21 ; d20+14=18 ; d3=2 ; d3=1 ; d20+14=26 ; d20+14=33 ; d20+46=63 ;
Friday April 27th, 2018 7:50:58 AM

Sesha casts true seeing and flies over to Restlin to give him much needed healing meanwhile her Witchfire changes targets to the colossus but misses.

Wyaar lays a hand on himself to heal a little before stabbing away at the masses of stranglepods on him. He kills one of the creatures swarming him but alas most of his attacks miss.

Zane hovers and readies an action to attack the spectre or the stone being possessed by it.

Restlin thanks Sesha for the healing, throws up a repulsion sphere protecting himself and Sesha before hurling a selective fireball towards Wyaar’s position. The fireball clears the stranglepods off of Wyaar, damages the stone Saramusa is taking cover in, hastes the golem and doesn’t hit the lich.

Garret tries to uses his abundant step to get inside the structure shielding the grass lich, but the structure is so small he won’t fit and he pops out right outside an arrow slit. Not about to let that stop him, he smashes into the crystal wall separating him from his foe. Only a few blows deal solid damage to it, but those quickly spread cracks through the structure, then cause a hole to collapse inward around the arrow slit, giving Garret clear view of the very surprised lich who doesn’t appear where he should be (displaced = 50% miss chance) and there appears to be 7 copies of him in the cramped space.

Beri attempts to reason with the wind before ordering his elemental to stay away from the line of sight of the Lich. He then casts Transmute Rock to Mud under the ground of the Colossus’s feet. The colossus sinks 10 feet. Beri’s air elemental attacks the stone sheltering Nomura for 12 total damage. (OOC: The stone has hardness) The giant kills 3 of the creatures swarming him.

Bosk gets on top (or is he hovering over it?) of the colossus and casts Shatter. The wall hiding the lich cracks and bows inward, but doesn’t quite break.

Tink flies up a bit and asks how everyone’s doing before trying to remove the liches buffs.

The wind does not respond to Beri’s attempt to talk to it. A quick mental review shows that none of it’s howling has been intentional words in any language that he can tell - if it does have intelligence it is a very simple one. Or it is very stubbornly ignoring you.

Nomura pops out of the stone to attack Zane but before he does Zane attacks and destroys the spirit.

The ghosts in the wall do not emerge. Perhaps they’re kept away by Restlin’s repulsion, or maybe they’re up to something.

The grass lich casts again using a scroll and this time magic hits Garret suppressing his ring of freedom of movement for 3 rounds.(Spellcraft 21 Highlight to display spoiler: {greater dispel magic}) Garret becomes grappled by the vines he is standing upon.

Wyaar is struck by Saramusa’s touch (drains 3 more con) and by Tietsu’s touch which comes with a flood of images (DC 22 will save or be stunned for 1 round). Wyaar sees the 6 monks and 2 sorcerer’s set out on their quest to secure the wind, get trapped die and become ghosts with unfinished business. Tietsu is imposing on Wyaar a curse which wants Wyaar to stop anyone (his party included) from capturing the wind. If Wyaar does not fulfil the charge of guarding the wind by 12 days Wyaar will take 1d4 con drain per day.
(Know[religion] DC 27 Highlight to display spoiler: {}the curse can be removed with remove curse, thus preventing Wyaar from having to face turning against the party or taking more con drain)
Both Tietsu and Saramusa recede into the cover of their stones after touching Wyaar.

The colossus’s tendrils also try to wrap themselves around Bosk now that he’s on it. If he’s actually flying at least 10 feet over the top or if he has freedom of movement he’s fine, otherwise he is grappled.

The click of the colossus’s crossbows sound again and more shardlings swarm over the Storm Giant. Even as big as it is, there are over 60 of the things all over him now. The Stranglepods form a great ring around it’s neck and begin to throttle - others tangle and impede his movements (giant is now grappled).

Something hits Sesha on the head. It tangles in her hair and thrashes about. Then another and another land on her… the shardlings are dropping on her from the roof. Their aim is pretty good to - only about a quarter of them miss their shot and fall to the floor, immediately detonating as the fall kills them. If Sesha has freedom of movement she’s fine, otherwise she is now grappled by the 24 or so shardlings and pods that now cover her head to toe.

Updated Map


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 11/22  d20=2 ;
Friday April 27th, 2018 11:01:53 AM

Confident that those stupid shardlings are no bother to Sesha, and hopeful that those two stupid ghosts were kept at bay, Restlin tries to help Bosk do what the dude was born to do: deal with uppity undead.

He swaps his swift rod for one of his maximize rods. A few gestures and muttered arcane phrases, and a giant gong appears in mid-air. He smacks it with the rod as hard as he's able, directing the resulting noise towards the walls protecting the lich.

***

Move: Swap swift rod for maximize rod
Standard: Maximized shatter on the walls surrounding the lich. 60 damage.

AC is 18/9/15 this round and CMD is 22.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+14=25 ; 8d6=25 ; d6=2 ; d4=1 ; d20+18=30 ; d100=84 ; 6d6+8=29 ;
Friday April 27th, 2018 11:57:31 AM


Reaction:Sesha is extra glad to be incorporeal and ethereal right now, as shardlings fall through her to the floor level.

Witchfire: Sesha's Witchfire hones in on one of the ghosts. She makes a charge against the closest. Also incorporeal, she has no trouble making contact. Hits AC 25 for 25 fire damage and her magical tear activates, for another 2 fire damage.. Target must pass a DC 24 will save or be lit up with faerie fire and gain fire vulnerability.

Sesha watches Restlins shatter spell with some appreciation for his flair and love of magic.

"...."

With a slap on the forehead, Sesha again casts Time Stop. The spell wont hold for long, but it will last long enough.

Round 1: Quickened Divine Favor. Draw Weapon, Read Scroll of Giant Form 2. Select form of Storm Giant. Sesha is now a huge creature with a 15 ft reach and occupied space. In form of giant, her gear does NOT meld. (autopass UMD)

Round 2: Activate Shillelagh tattoo. Hero Point cast Disrupting Weapon. Move within range to smack the crap out of the next ghost that pops up into her threatened space. Sesha is now out of Hero Points.

AoO: Hits AC 30 (even against ethereal creatures because of blink), Miss % success, for 29 damage. If it hits an undead with HD 20 or less, they need to save vs DC 24 or be destroyed instantly.


------------
Whole Party
------------
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

------------
Beriothian: Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)

Katinka: Magic Vestment (Raises your +3 shield to +5. 24 hours remaining.)

Zane: Greater Magic Weapon (Increases your choice of weapon to a +5 weapon. 24 hours remaining.)

------------
Self Buffs
-------------

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)
Contingency (If Hp falls to 25% or less, automatically casts Shadow Walk. 24 days remaining. )
Blink: 18 rounds remaining. (Ethereal + invisible)
Giant Form 2: 19 minutes remaining.
Barkskin: 180 minutes remaining.
Shield of Faith: 19 minutes remaining.
Shillegah: 49 rounds remaining.
Divine Favor: 10 rounds remaining.
Resist Energy: Cold - 199 minutes remaining
Resist energy: Fire - 199 minutes remaining
------------
Gear Effects
------------

Ring of Counterspells: Dispel Magic
Ring of Counterspells: Dispel Magic
Hand of the Mage, Ring of Counterspells: Greater Dispel Magic

Rituals in Effect, affects both Sesha and Restlin.
-------------

Ritual of Warding (+1 untyped bonus to AC and saves.)
Ritual of Healing (Roll d12's instead of d8's for healing spells.)
Ritual of Leeching (Can leech spells from allies in touch range as a move action. 18 / 18 spell levels remaining.)


Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:11/17 CMD: 49 SR: 28]  d20+24=26 ;
Friday April 27th, 2018 12:10:24 PM

Garret wiggles and turns, attempting to escape from the vines and fly upward, above the lich.

OOC:
Escape artist to escape grapple: 26

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 3/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+32=52 ; d20+25=34 ; d20+25=45 ; d20+25=45 ; 2d8+9=14 ; 2d8+9=17 ;
Friday April 27th, 2018 9:42:59 PM



***Storm Giant***
The storm giant lists his masterwokr great sword and again lays into the crystal giant:

Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

SG 1E- hp 141
attack 1 =46
crit roll = 45
Damage 1 = 42

attack 2 =39
Damage 2 = 38

attack 3 =37
crit = 36
Damage 3 =42
***

***attacks from previous turn***
attack 1 =45
Damage 1 = 45

attack 2 =44 (nat 20)
crit roll = 38
Damage 2 = 42

attack 3 =23
Damage 3 =32

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 184***

The air elemental realizes his attacks aren't doing much, and flys up to the giant. Whereever a stranglepod is in view it is met by one of the elementals mighty blows.

Slam 1 =42 (1 for air born -34
Damage 1 = 14

Slam 2 =31 +1 for airborn = 45 (nat 20)
Crit Roll = 45
Damage 2 = 17
***

***current druid Form- Huge Air Elemental***
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

***Active spells***
reverse gravity- 14 rounds
whirlwind- 15 rounds
summon storm giant = 16 rounds
summon elder air elemental = 17 rounds
faerie fire=18 minutes

Magic Vestment. (Raises your +1 wild plate to +5 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste
Being within 40' of Restlin gives you a +2 to saves/skill/attack rolls.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+17=36 ; d20+24=26 ; d20+20=36 ; d20+40=53 ; d20+26=38 ; d20+50=60 ; d20+27=47 ; d20+17=19 ;
Saturday April 28th, 2018 4:07:06 AM

Tink checks to see if any of the Lich's magical auras have disappeared since she cast her Dispel. Hopefully she has disarmed him of further things.

She notices the attack on Wyarr and can immediately tell he in under the effect of a curse (Knowl Religion vs DC27: 36=Pass). Tink will attempt to remove the curse with a greater dispel magic.

--------------------------------
Knowl Religion vs DC27: 36 = Pass
Perception: 53 (Arcane Sight to know the location and power of all magical auras within your sight)

Knowl Arcana: 26 to identify any weaknesses of the shardlings
Knowl Engineering: 19 to identify any weaknesses of the colossus
Disable Device: 47 to identify a way to disable/sabotage the collossus

Sense Motive: 38 on the Lich. Is he playing with us? Savouring the moment? On the defensive?

Standard action: Cast Greater Dispel Magic on Wyarr to specifically target the curse. Dispel check: 36 vs the DC of the curse.
Move action: Fly away from the wall. Stealth: 66 + Tink's usual things
Swift action: Cast a still/silent Grease spell on Garret to grant him a +10 bonus on checks to avoid/escape grapples


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (80/117 with con damage), DR 5/Evil  d20=11 ;
Sunday April 29th, 2018 10:56:12 AM

Freed from the grapple Wyaar activates his boots of flying and flies 5' up, skirt around the colossal thing and forward to end up near Tink

-----

Standard action to activate boots

Move action: move as said. Can't edit map from phone if someone could please move me to a couple squares below Tink

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+30=50 ; d20+30=50 ; 2d8+23=29 ; 2d8+23=26 ; 2d6=9 ;
Sunday April 29th, 2018 2:54:31 PM

Zane flies/charges at the colossus creature, he provokes an AoO from it to get within his own reach so he can attack.

Attack on Charge AC 50 (Nat 20) Crit Confirm AC 50 (second Nat 20) Damage 29 (if Critable +26) + 9 holy



RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Sunday April 29th, 2018 8:45:28 PM

Tink looks about for those other ghost thingd. She's wary of them trying to surround the party

[DM Hugh] Record keeping post  d20+17=24 ; d4=3 ; d20+21=27 ; d20+21=38 ; 2d10+5=25 ; d20+21=38 ; 2d10+5=18 ;
Sunday April 29th, 2018 11:27:32 PM

Record keeping post

Bosk AC: 42/20/38 (+3 Air M/Prot Evil) blur, blinking, DR10/magic, CMD: 35 187 hp /169 (18 are temp) Spells  d20+25=40 ; 2d8+10=16 ; 4d6=9 ; d20+17=31 ; d8+6=7 ; 4d6=14 ; d20+26=43 ; d8+11=19 ; 4d6=16 ; d20+20=22 ; 2d8+10=19 ; 4d6=14 ; d20+12=18 ; d8+6=8 ; d6=3 ; d20+15=26 ; 2d8+10=22 ; 4d6=20 ; d20+5=15 ; d8+6=8 ; 4d6=17 ; d20+27=34 ; d20+27=36 ; d20+27=35 ; d20+27=31 ; d20+27=36 ; 2d8+10=18 ; 2d8+10=19 ; 2d8+10=20 ; 2d8+10=22 ; 2d8+10=17 ; 4d6+10=23 ; 4d6+10=24 ; 4d6+10=27 ; 4d6+10=16 ; 4d6+10=30 ; 2d6=5 ;
Sunday April 29th, 2018 11:29:21 PM

Great job guys! With the walls coming down I have a clear shot of the lich I quickly attack the lich, trying to land as many blows as possible.

Actions
-------------------------------------------------------
Taks a 5ft step towards the lich (I cannot see where it says he moved, but the map shows him having moved. I assume this is prepping for the next round. I believe a 5ft steps south and east will put me in range.) If for some reason I cannot reach the lich I will attack the crystaline giant.

AoO from lich casting from scroll (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO with Bastard Sword hit AC 36 for 19 dmg + 14 sneak dmg = 33 dmg
(I do not see the lich moving in the last post, but if he did move Bosk gets a second AoO. Please use the AoO from the below section for that. Also, do I get AoO as the collassas splits into giants and moves laterally? If so I have rolls at the bottom of my post.)

Full Attack (on Lich)
Main Hand Atk 1 Hit AC 40 for 16 dmg + 9 sneak dmg = 25 dmg
Off Hand Atk 1 Hit AC 31 for 7 dmg + 14 sneak dmg = 21 dmg
Nat Atk Horn Gore Hit AC 43 for 19 dmg +16 sneak = 35 dmg
Main Hand Atk 2 Hit AC 22 for 19 dmg + 14 sneak dmg = 33 dmg
Off Hand Atk 2 Hit AC 18 for 8 dmg +3 sneak = 11 dmg
Main Hand Atk 3 Hit AC 26 for 22 dmg + 20 sneak dmg = 42 dmg
Off Hand Atk 3 Hit AC 15 for 8 dmg + 17 sneak dmg = 25 dmg
Extra Attak from Haste Hit AC 34 for 18 dmg + 13 sneak +5 bane from embryon's tear = 36 dmg

Cast quickend light spell on the collapsed wall/rubble around the lich

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 35 for 20 dmg + 17 sneak dmg = 37 dmg
AoO 2 with Bastard Sword hit AC 31 for 22 dmg + 06 sneak dmg = 28 dmg
AoO 3 with Bastard Sword hit AC 36 for 17 dmg + 20 sneak dmg = 37 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
From Sesha
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

DM Mitch  d20+18=37 ; d100=19 ; d100=8 ; d100=89 ; d100=62 ; d20=8 ; d20=1 ; d20=5 ; d100=4 ; 5d10+30=55 ; 15d6=50 ; d100=63 ; d100=42 ; d100=14 ; d100=44 ; d100=86 ; d6=2 ; d10=10 ; d10=4 ; d10=5 ;
Monday April 30th, 2018 7:09:43 AM

You notice that following Tink’s dispel The lich still has 6 copies of himself but he doesn’t appear to be in a different location anymore, he doesn’t appear to be moving as fast, and the lich’s skin is no longer stony looking. It would appear whatever the other 2 effects were they didn’t leave obvious indicators he was affected by the spells.

Restlin destroys another wall around the lich, leaving it exposed on two sides.

Sesha sends her witchfire after the ghosts and grows giant, prepared to attack any ghosts that zoom out to attack her.

Garett wiggles and struggles but doesn’t manage to escape from the grasping grass.

Beri’s summoned giant attacks the Colossus - unfortunately the fire elemental is so far away that the colossus is actually in darkness. Several of the giants attacks glance off the colossus when they might have otherwise been hits

Tink casts greater dispel magic attempting to remove the curse the ghost placed on him and successfully does so.

Wyarr activates his flying boots and flies up and away from the flanking ghosts.

Zane makes an epic charge and slashes heavily at the things leg.. Only for the blow to glance off due to the total darkness the thing is in.

Bosk lays into the lich destroying 3 images and hitting the lich once.
The lich is rather surprised as his protective walls suddenly collapse around him. Narrowing his eyes, he speaks again, his voice echoing in the sealed chamber. ”Well fought, but I have many more tricks up my sleeves!”

The Colossus suddenly glows like the sun, power building up inside of it. Within moments, barely enough time to react, it detonates. Razor sharp blades of crystal fly everywhere - everyone except for Tink, Sesha, and the Fire Elemental takes 55 piercing damage. Reflex save DC 36 halves it.

Two Crystalline Giants rise from the pieces directly under Garett and Bosk. They tear off pieces of themselves and drop them near the wall where they rise as shieldbearers.

The lich, who had gently fallen to the ground (giving Bosk and the Storm giant an AoO) runs over and takes cover behind the shieldbearer’s tower shields before casting another Firesnake. It weaves past and through the crystalline minions, which seems to energize them and make them move faster, before hitting Bosk and Garret for another 50 damage (reflex save DC 27 for half)

The 4 remaining ghosts all swarm Beri flanking him. Junyoshi uses the con drain ability (24 vs AC; 3 con drain), Onyonchol, Saramusa and Tietsu all use unarmed attacks against the druid.
Onyonchol misses, Saramusa attacks Beri with a scorpion style attack (38 vs AC; 25 damage and DC 27 Fort save or have speed reduced to 5 ft for 7 rounds) Tietsu uses Gorgon Fist (18 damage and DC 27 Fort save or be staggered until Tietsu’s next move if you failed vs Saramusa)


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Monday April 30th, 2018 7:47:12 AM

Tink is running really low on tricks. She still has a few up her sleeve though.

She uses her spectral hand to deliver a Greater Invisibility spell to Bosk.

"Get him Bosk!"

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 10/22  d20+24=39 ; d4+6=10 ; d20+32=51 ; d20+32=41 ; 4d6+3=17 ; 4d6+3=18 ;
Monday April 30th, 2018 9:44:01 AM

Restlin stares wide as the shards fly towards him. With no where to go, he curls himself in a ball as they pass. He opens one eye when he hears them woosh by & feels all over himself to assess the damage, only to find he's untouched! What luck!

Relfex save 39 w/ ring of evasion = 0 damage. Woot!

He decides he is just done with this darkness. Whipping his quicken rod back out, he summons a large number of lantern archons and asks them to start lighting the room up.

He then throws a copy of Shiny at the Tietsu, hoping to stave off Beri's impending demise.

***

Move: Swap maximize rod for quicken.

Swift: Summon monster VI - summon 10 lantern archons. Whoa, Carl. How'd you do that? The mendicant rules say I can add five to any roll. 1d4+1 is a roll.

Standard: Mage's sword on Tiesto. Hit AC 51, crit confirm 41. 17 damage, 35 if crit. As a force effect, mage's sword has no trouble hitting ethereal or incorporeal creatures.

The lantern archons spread out and cast continual flame on small stones or whatnot throughout the room. That SHOULD be enough to light the whole place up, but that's your call.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (75/101 with con damage), DR 5/Evil  d20+22=24 ; 7d6=23 ;
Monday April 30th, 2018 11:16:52 AM

Wyaar is not quite as lucky as Restlin with the sharp shards of crystal and looks the worse for wear, but a slap of his hand against himself heals up some of the cuts.

~~~~~~

Fail save, switch action lay on hands to heal 23

Other stuff to follow

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 222/232 Ki:9/17 CMD: 49 SR: 28]  d20+23=28 ; d20+23=32 ; d20+36=47 ; d20+36=44 ; d20+31=37 ; d20+31=42 ; d20+26=45 ; d20+26=33 ; d20+21=37 ; d20+36=51 ; d20+30=43 ; 2d8+17=24 ; 2d8+17=21 ; 2d8+17=33 ; 2d8+17=23 ; 2d8+17=30 ; 2d8+17=31 ; 2d8+17=25 ; 2d8+17=25 ;
Monday April 30th, 2018 12:38:50 PM

The shards slam through Garret as he tries to escape the grapple. When the lich decides to run, Garret decides he's not going to let the lich hang out and attack the Iron Dragons. He quickly disappears again and appears behind the lich again, launching another flurry of an attack.

OOC:
Reflex save against shards: 28, failed, evasion=half damage: 27
Is the firesnake a spell? Does it get through Garret's SR 28? Does it get a 20% miss chance?
Reflex save against firesnake: 32, passed, so doesn't matter, evasion=no damage.

Abundant step out of the grapple to behind the lich.
Flurry hit AC/Dam: 47/24 44/21 37/33 42/23 45 (threat, 43 to confirm)/30 (if crit +31) 33/31 37/25 51/25

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 4/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 169 hp /169 (18 are temp) Spells  d20+17=24 ; d20+17=19 ; d100=75 ; d100=70 ;
Monday April 30th, 2018 12:42:06 PM

(More to come. Traveling today and only had time to make/fail saves)

I do my bet to imitate Restlin's deft movements, but feel the shards piercing my sides and penetrating my armor. One large shard flies towards my eyes, just missing as I blink out of existence. As I blink back into the physical realm another shard pierces my arm, my body ignoring much of the damage and stitching the cut back together. [i]Well that is new. I think that is the first time I have been hit by physical since becoming an outsider. I could get used to this.

Before I can reflect on the matter a wave of fire washes over me. I can feel my blood begin to boil and can only imagine what the heat would be like if I was not blinking into the cool of the ethereal realm every couple seconds. Although uncomfortable, my earlier protection spell prevents my from taking any serious damage.

Shard Explosion. Reflex save = 24, fail. Half damage for blinking = 28dmg -10dmg from Avenger's dr = 18dmg

Flame snake. Reflex Save = 19, fail. miss chance from concealment = 75. 1/2 dmg from blink = 25dmg. -25dmg from protection from energy fire = 0dmg taken.


Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 169 hp /169 (18 are temp) Spells 
Monday April 30th, 2018 12:44:15 PM

ooc: AoO against Lich, taken from previous post

AoO 1 with Bastard Sword hit AC 35 for 20 dmg + 17 sneak dmg = 37 dmg

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday April 30th, 2018 2:53:51 PM

I'm about over all these ghosts!"

Sesha sees an opportunity, and takes it. She moves towards Restlin and Beri, and calls down bright columns of healing energy, into friends and undead alike.

Move: Moves southeast towards Restlin, Beri, and the Ghost monks.
Standard; Mass Heal. (Targets any number of creatures, as long as no two are more than 30ft apart.)

Affects: Sesha, Beri, Restlin, Bosk. (Heal up to 150 hp and immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.)

Also affects: All 4 ghosts surrounding Beri. It deals 150 hp, will save DC 28 for half.

NOTE: If these guys are doing ability damage, it heals it. If they are doing actual ability drain, which is a different thing, Heal does NOT fix that. Please offer guidance dear DMs!"



Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+15=20 ; d20+15=24 ; d20+15=18 ; 8d6=30 ; 8d6=42 ; 8d6=31 ; d6=6 ; d6=6 ; d6=6 ;
Monday April 30th, 2018 2:56:21 PM


Sesha's witchfire attacks the any of the remaining ghosts.

(3 attacks if its within a 5ft step reach, just one if its not.)

Hit touch AC 20, 24, and 18 for 36, 48, and 37 damage respectively. Will save DC 24 or gain a fire vulnerability.

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)213/268, Blindsense 60' Character  d20+20=31 ; d20+28=30 ; d20+23=41 ; d20+18=38 ; d20+18=20 ; d20+23=25 ; d20+28=43 ; 2d8+23=38 ; 2d8+23=29 ; 2d8+23=32 ; 2d8+23=31 ; 2d8+23=33 ; d8+23=27 ; 2d6=9 ; 2d6=7 ; 2d6=10 ; 2d6=12 ; 2d6=9 ;
Monday April 30th, 2018 3:05:18 PM

Standing so close to the explosion, Zane takes it in the face. He uses a move action to fly up and around to reach the the area where the shield bearers are, staying far enough above them to remain out of their reach, but still within his.
He then uses another hero point to take a full attack action.
He'll start on the closes bearer and then move on to the other it he kills the 1st.

*kill the bearers, remember these guys have that nasty attack.....*

(forgot to add +1 for attaching from above, adjusted after roll)

Attack 1 : 31 AC 38 Damage 9 holy
Attack 2 : 42 AC 29 Damage 7 holy
Attack 3 : 39 AC (21 confirm) 32 Damage (+33 if crit) 10 holy
Gore 1 : 26 AC 27 Damage 12 holy
Haste 1 : 44 AC 31 Damage 9 holy

(btw Zane has Darkvision, from perm spell and backup magic item)

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (48/101 with con damage), DR 5/Evil 
Monday April 30th, 2018 4:38:45 PM

Not able to do much else, Wyaar flies 5' higher and a little bit more northward and starts casting a spell on himself.

~~~~

Move: 5' up, a square or two north.
Standard: Start casting Restoration on himself. Round 1/3

Beriothian -- AC:38/18/36 HP: 175/231 CMD = 23  d20+16=35 ; d20+32=51 ; d20+29=32 ; d20+24=29 ; d20+19=35 ; 4d6+23=44 ; 4d6+23=37 ; 4d6+23=36 ; d20+25=28 ; d3=1 ; d20+25=27 ; 2d8+9=20 ; 2d8+9=16 ; d100=57 ; d100=23 ; d100=37 ; d100=49 ; d100=35 ; d100=17 ; d100=59 ; d100=86 ; d20+27=46 ; d4+1=3 ;
Monday April 30th, 2018 10:41:18 PM

The druid finds himself being attacked on all side, as he blinks in and out of this realm he does his best to withstand the attacks coming his way.

Blink/blur/fort rolls for attacks (assuming blink and blur apply to all attacks)

Shards
d100=57 (pass); d100=23 (pass) -> hit (reflex save = 35, fail)

Junyoshicon attack
d100=37 (Fail); d100=49 (pass) -> fail

Saramusa speed
d100=35 (fail); d100=17 (fail) -> fail

Tietsu stagger
d100=59 (pass); d100=86 (pass) fort -> hit (fot = d20+27=46, not staggered)

If possible, the druid flys over the ghosts and out into the room, and hopes that the ice wall will not be removed. He is now about 30 feet in the air (above the shardlings he shares squares wtih), and channels his earthquake spell to summon 3 large fire elementals for additional light.

***Elder Fire Elemental***
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +19, Will +7
Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

The fire elemental notices that the others need his light, and moves closer

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 139***
The elder elemental continues it's attck on NO, hoping to be more effective in the light

Slam 1 =28 +1 for airborn = 29
Damage 1 = 12

Slam 2 =27 +1 for airborn =28

Damage 2 = 12
***

***Storm Giant***
Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

(I'm pretty sure the storm giant is grappled and can't get his AOO)
The storm giant brakes the grapple, and continues to seing his sword at the shardlings

SG1 HP = 182
Sword attack 1 = 32
Sword damage 1 = 20

Sword attack 2 = 29
Sword damage 2 = 37

Sword attack 3 = 35
Sword damage 3= 16

***
***spell list and active spells***
Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Active spells
Blink
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2,
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 169 hp /169 (18 are temp) Spells  d20+27=38 ; 2d8+10=23 ; 4d6=18 ; 2d6=6 ; d20=18 ; d20=11 ; d20+27=30 ; d20+27=33 ; 2d8+10=17 ; 2d8+10=23 ; 2d8+10=17 ; 2d8+10=18 ; 4d6=13 ; 4d6=8 ; 4d6=15 ; 4d6=11 ;
Monday April 30th, 2018 11:45:47 PM

d20+27=34 ; d20+27=36 ; d20+27=35 ; d20+27=31 ; d20+27=36 ; 2d8+10=18 ; 2d8+10=19 ; 2d8+10=20 ; 2d8+10=22 ; 2d8+10=17 ; 4d6+10=23 ; 4d6+10=24 ; 4d6+10=27 ; 4d6+10=16 ; 4d6+10=30 ; 2d6=5 ;

You unholy abomination with your thrice cursed blight! I swear by Gargul's Unblinking Eye that you will stand before him in judgement before the day is through! Charging though the air I move silently and invisibly towards the lich. No vibrations on the ground. No shadow to cast upon the floor. Just s he comes in reach I swing my sword at his grassy heart and cast a quickened silence spell over his head and behind him, keeping myself and Zane out of its radius.

Actions
-----------------------------
10ft east and down to 5ft above lich/just above shielder
Hit AC 34 (Ignoring his dex to AC due to invisibillity for 23 dmg + 18 sneak = 41dmg +6 bane from Embryon's tear = 47 dmg

Cast quickend silence spell on the wall behind and above the lich, so that only he or he and his shielder are effected. Bosk and Zane should be out of range.

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 45 for 17 dmg + 13 sneak dmg = 30 dmg
AoO 2 with Bastard Sword hit AC 38 for 23 dmg + 08 sneak dmg = 31 dmg
AoO 3 with Bastard Sword hit AC 30 for 17 dmg + 15 sneak dmg = 32 dmg
AoO 4 with Bastard Sword hit AC 33 for 18 dmg + 11 sneak dmg = 29 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 charging. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
From Sesha
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}

DM Mitch  d20+25=38 ; d20+25=33 ; d20+25=27 ; d20+21=37 ; d20+16=36 ; d20+16=36 ; d6=6 ; d6=1 ; d6+12=18 ; d100=22 ; d100=70 ; d20+38=41 ; d20+38=48 ; 4d8+6=21 ; 4d8+6=25 ; d100=23 ; d100=47 ; d20=14 ; d6=2 ; d6=6 ; d6=6 ; d6=3 ; d6=1 ; d6=1 ; d20+14=28 ; d20+14=30 ; d20+14=34 ; d20+14=26 ; d20+14=24 ; d20+14=32 ; d20+14=18 ; d20+14=17 ; d20+14=28 ; d20+14=19 ; d20+14=32 ; d20+14=22 ; d20+14=27 ; d20+14=18 ; d20+14=19 ; d20+14=27 ; d20+14=22 ; d20+14=27 ; d20+14=26 ; d20+14=29 ; d20+14=23 ; d20+14=25 ; d20+18=28 ; 10d6=33 ; d20+24=30 ; d20+24=25 ; d20+19=37 ; d20+19=24 ; d20+14=29 ; d20+14=33 ; d20+9=28 ;
Tuesday May 1st, 2018 5:48:42 AM

Tink is running low on tricks so she uses her spectral hand to impart greater invisibility on Bosk.

Restlin manages to avoid the shards before swapping his maximize for a quicken rod and then summoning 10 lantern archons. Restlin then uses spiritual weapon against Tietsu.

Wyaar does not avoid the shards but he uses lay upon hails to rid himself of the damage. Wyaar then flies a little higher and casts Restoration on himself.

Bosk takes damage from the shards but not the fire. Bosk’s AOO takes out one of the Lich’s mirror image. Bosk attempts to attack the lich from his position of invisibility but his attack just misses. He follows this up with a silence spell against the wall the golems and lich are by. The golems are not affected because of their magic immunity. The lich also makes his will save..

Sesha uses Heal targeting herself, Beri, Bosk and the ghosts. (OOC: It is ability drain not damage) 2 of the ghosts make the save and the other 2 do not. Tietsu is destroyed but the other 3 ghosts are still around. Her witchfire touch misses Oyonchol.

Zane takes the explosion to the face and then proceeds to attack the shield bearers. After 3 attacks the shield bearer explodes dealing 11 damage to Zane and Bosk (reflex DC 23 half) and leaving behind 8 crystaline swarmers. His remaining attacks damage the other shieldbearer.

Beri tries to flee the ghosts (See e-mail; you have to roll vs the slowing effect to see if you can actually get away.) His summons try to clear the giant of shardlings (The giant is not in fact grappled - even with their group grapple they can’t grapple huge creatures). The shardlings they kill form tiny explosions (9 damage, reflex save 19 for half).

Garret attempts to shadow step to the lich and attack. However, the lich’s back is to a wall and he’s surrounded by Zane, Bosk, and shieldbearers. He ends up in front of the lich underneath the hovering Bosk and lands several powerful blows.

The Lich engages Bosk with a flurry of blows from it’s staff, seemingly unbothered by the invisibility. Now that there is light shed upon it and Bosk is up close and personal he can see that it is not a standard undead lich. Rather, it seems this person has bonded himself with the bloodgrass. His body seems to have the stuff growing in and through him (plant subtype, not undead).

”Unholy am I? Ha! Tell me, why do you fight this Grim?” his blows rain down on Bosk, but mostly bounce off his armor or just miss due to blur. ”Look at what I have achieved! The bloodgrass CAN be tamed, used to improve so many things! Only fools destroy what they do not understand!” he emphasizes his last point with a blow to Bosk’s jaw, the staff glowing with power as he does so (Crit for 25 damage (Yes I rolled for blur)).

One of the giants breaks off another piece of itself to spawn a new shieldbearer replacing the one Zane killed. The other defends it’s master, slamming it’s giant fists into Bosk’s back twice for 26 damage (after blur and DR reduction).

The shieldbearer bellow Bosk attacks the halfling hitting it’s master with an explode head. Take 33 damage, fort 17 for half, and get an AoO. The other shieldbearer can only raise it’s shield to give the lich cover vs Zane this round.

The shardlings from the dead shieldbearer try to jump on Zane and grapple him (beat his CMD but they miss if he has freedom of movement or blink)

The shardlings covering the giant give up their futile attempts to grapple it and start stabbing with tiny limbs or whipping it with long tendrils for 5 damage.

If Bari made his save and could in fact flee (Not slowed to 5 feet MS) then the ghosts are kept away by Restlin’s repulsion. Unable to close on the fleeing druid, they’re forced to use their telekinesis to throw random things at Sesha, none of them damaging her.

If Ber failed his save then he could only move 5 feet away. With repulsion that gets him safely away from the southern ghost, but the other two flurry him, missing with every shot.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (77/101 with con damage), DR 5/Evil  7d6=29 ;
Tuesday May 1st, 2018 9:44:13 AM

Wyaar continues his casting

~~~

Swift Action: Lay on Hands for 29 HP
Standard Action: Casting Restoration round 2/3

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 8/22  d20+32=38 ; 4d6+3=15 ; d20+21=34 ; d20=8 ; d20+8=24 d6=3 d20+8=15 d6=1 d20+8=12 d20+8=15 d20+8=16 d20+8=18 d20+8=22 d20+8=16 d20+8=10 d20+8=16 d20+8=11 d20+8=14 d20+8=26 d20+8=14 d20+8=24 d20+8=9 d20+8=23 d20+8=24 d6=1 d6=1 d6=6 d6=1 d6=2 d6=2 d6=1 d6=4 d6=3 d6=5 d6=1 d6=3 d6=3 d6=1 d6=5
Tuesday May 1st, 2018 9:47:00 AM

"What is it with liches and always thinking that destroying the entire world to match their extremely narrow goals is a good thing? Like we're the morons for not thinking it's a great idea to kill almost all life on the Wold so that this grass can take over."

Restlin moves his sword to attack the lich, figuring the ghosts were basically neutered for the moment thanks to his repulsion spell.

Meanwhile, the archons' focus fire on the lich as well with 20 beams of light.

***

Standard: Move mage's sword & hit AC 38 for 15 damage. SR check is 34.

Greater invisibility & repulsion: 12 rounds

AC is 24/15/21 this round. CMD is 28.

Lantern archon attacks (all VS TOUCH AC):

AC 24 Dmg 3
AC 15 Dmg 1
AC 12 Dmg 1
AC 15 Dmg 1
AC 16 Dmg 6
AC 18 Dmg 1
AC 22 Dmg 2
AC 16 Dmg 2
AC 10 Dmg 1
AC 16 Dmg 4
AC 11 Dmg 3
AC 14 Dmg 5
AC 26 Dmg 1
AC 14 Dmg 3
AC 24 Dmg 3
Nat 1
AC 23 Dmg 1
AC 24 Dmg 5



Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+15=34 ; d20+15=20 ; d20+15=34 ; 8d6=31 ; 8d6=24 ; d6=1 ; d6=1 ;
Tuesday May 1st, 2018 10:20:46 AM

Witchfire attacks on Oyo, no miss chance because both are ghosts, hits touch AC 34 and 34 for 32 and 25 damage. Will Save DC 24 or gain fire vulnerabilty (which means the attack damages would be 33 and 39.)

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+20=22 ; d20+20=30 ; d20+15=20 ; 6d6+8=23 ; 6d6+8=32 ; 6d6+8=29 ;
Tuesday May 1st, 2018 10:36:46 AM


Sesha is eager to bring down Serenbeths angry judgement on these creatures. Satisfied that at least one of them the wrath of her patroness, she puts her disrupting staff to work. (Blink states she can attack incorporeal creatures with no negatives.)

Full attack on Oyo. If witchfire kills him, she will step up 5ft and hit the next one. (Has 15 foot reach from being huge)

Hit AC 22, 30, and 20 for 23, 32, and 29 damage. Undead hit must make a will save DC 24 or be destroyed.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28]  d20+23=31 ; d20+36=54 ; d20+36=54 ; d20+31=34 ; d20+31=32 ; d20+26=36 ; d20+26=34 ; d20+21=41 ; d20+25=28 ; d20+36=38 ; 2d8+17=29 ; 2d8+17=28 ; 2d8+17=27 ; 2d8+17=20 ; 2d8+17=24 ; 2d8+17=31 ; 2d8+17=29 ; 2d8+17=24 ; 2d8+17=29 ;
Tuesday May 1st, 2018 3:54:42 PM

Garret finds himself in the middle of a pile of bodies. At least there's a little light as he attempts to continue to attack the plant lich.

OOC:
Don’t know if the exploding save was for me, but if so, fort save, DC 17: 31, success, 16 damage.

Flurry hit AC/Dam: 54/29 54/28 34/27 32/20 36/24 34/31 41 (threat, 28 to confirm)/29 (24) 38/29

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 5/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)213/268, Blindsense 60' Character  d20+28=38 ; d20+23=37 ; d20+18=34 ; d20+23=34 ; d20+28=29 ; 2d8+23=31 ; 2d8+23=33 ; 2d8+23=31 ; d8+23=30 ; 2d8+23=30 ; 2d6=4 ; 2d6=6 ; 2d6=4 ; 2d6=7 ; 2d6=8 ;
Tuesday May 1st, 2018 7:04:00 PM

The Shardlings fall off Zane as his Water Vest grants him freedom of movement.
*Still need to kill the shield guys, and it looks like the Lich is just about out of replacements.*

Starting with the shieldbearer that is damaged and then moving to the newer one.

Attack 1 : 38 AC 31 Damage 4 holy
Attack 2 : 37 AC 33 Damage 6 holy
Attack 3 : 34 AC 31 Damage 4 holy
Gore 1 : 34 AC 30 Damage 7 holy
Haste 1 : 29 AC 30 Damage 8 holy

"I'm ok if I get silenced, I'm set on buffs right now and we can still have the rings to communicate." Zane says over the rings....

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday May 1st, 2018 8:09:25 PM

Tink starts casting another Summoning spell. There looks to be a number of summons going on now. Perhaps it's safe to do so again?

Cast Summon Monster VIII

Beriothian -- AC:38/18/36 HP: 144/231 CMD = 23  d20+22=30 ; d20+8=9 ; d20+29=38 ; d20+24=42 ; d20+24=33 ; d20+19=32 ; 4d6+23=37 ; 4d6+23=35 ; 4d6+23=32 ; d20+19=20 ; d20+19=24 ; 2d6+8=20 ; 2d6+8=12 ; d20+12=27 ; d20+12=15 ; d20+12=13 ; d20+12=13 ; d20+12=16 ; d20+12=14 ; d8+4=9 ; d8+4=5 ; d8+4=11 ; d8+4=8 ; d8+4=11 ; d8+4=6 ; d20+23=39 ; d20+23=41 ; 2d8+8=16 ; 2d8+8=16 ;
Tuesday May 1st, 2018 9:42:05 PM

correction from previous post
***
second fort save from previous turn = 30
Junyoshi ->3 con drain (-36 hp)
Onyonchol misses
Saramusa 25 damage, fort = 30, passed Fort and DC 27 Fort save against speed reduction
Tietsu uses Gorgon Fist (damage subtracted and fort passed in previous post)

***todays post***
The druid breaths a sigh of relief to see he's escaped the ghosts, then starts so summon forth one more storm giant.

***Elder Fire Elemental***
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +19, Will +7
Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

The elder fire elemental reaches out and strikes the top crystalline giant with two firey slams
Elder Fire Elemental 1 hp=184

Slam 1 =39
Damage 1 = 16 + burn

Slam 2 =41
Damage 2 = 16 + burn

***Large Fire Elemental***
hp 80 (60 +20 augmented summoning ) +4 to constitution and strength
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)

Fort +10, Ref +11, Will +4
DR 5/—; Immune elemental traits, fire
Weaknesses vulnerability to cold

Three large fire elementals appear on the seen adding their light. They recognize that they won't be able to do much damage against such foes, but they do what they can, with elemental 1 attacking the shrdlings on the storm giant, elemental 2 attacking the top crystal giant, and elemental 3 attacking the bottom giant.

*Lg Fire Elemental 1- HP = 80
Slam 1 =27
Damage 1 = 9 plus burn

Slam 2 =15
Damage 2 = 5 plus burn

*Lg Fire Elemental 2- HP = 80
Slam 1 =13
Damage 1 = 11 plus burn

Slam 2 =13
Damage 2 = 8 plus burn

*Lg Fire Elemental 3- HP = 80
Slam 1 =16
Damage 1 = 11 plus burn

Slam 2 =14
Damage 2 = 6 plus burn

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 139***
The elder elemental continues aids the storm giant in taking out the sharlinds swarming all over it's body

Slam 1 =20
Damage 1 = 20

Slam 2 =24
Damage 2 = 12
***

***Storm Giant***
Storm Giant- hp 237 (199 +38 augmented summoning): +4 to constitution and strength
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
Fort +17, Ref +8, Will +15
Immune electricity, Constant—freedom of movement

No matter how many sharlings fall, more seem to appear... no matter thinks the giant. They will all fall under his blade in the end.

SG1 HP = 173
Sword attack 1 = 38
Sword damage 1 = 37

Sword attack 2 = 42
crit roll = 33
Sword damage 2 = 35

Sword attack 3 = 32
Sword damage 3= 32

***
***spell list and active spells***
Druid Form- Huge Air Elemental
You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.
gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus.
Gain fly 120 feet (perfect).

Active spells
Blink
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2,
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)



[DM Hugh] Record keeping post  d4=4 ; d20+28=30 ; d20+16=36 ; d20+16=30 ; d20+16=18 ; d20+16=26 ; d10+5=11 ; 8d6=34 ; 3d6=11 ; d6=2 ; d6=6 ; d6=2 ; d6=4 ; d6=2 ; d6=6 ; d6=5 ; d6=3 ; d6=5 ; d6=4 ; d6=5 ; d6=5 ; d6=6 ; d6=1 ; 4d6=21 ; 2d6=7 ; 2d6=11 ; 2d6=4 ; 2d6=10 ; 3d6=12 ; 2d6=4 ; 3d6=10 ; 3d6=7 ; 3d6=12 ; 2d6=9 ; d20+18=33 ; d20+18=38 ; d20+18=38 ; d20+18=34 ; d20+13=33 ; d20+13=21 ; d20+13=19 ; d20+8=16 ; d20+8=10 ; d20+3=4 ; d2+3=5 ; d2+3=5 ; d2+3=4 ; d20+16=17 ; d20+16=17 ; d20+16=22 ; d20+11=26 ; d20+11=22 ; d20+6=19 ; d20+6=21 ; d20+1=16 ;
Tuesday May 1st, 2018 10:16:08 PM

2 days worth of record keeping posts

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 118 hp /169 (18 are temp) [link href=" http://bit.ly/igLUIz "]Spells[/lin18  d20+22=37 ; d20+25=38 ; d8+10=17 ; 2d6=10 ; 2d6=2 ; d20+17=36 ; d8+6=13 ; 4d6=10 ; d20+26=42 ; d8+11=17 ; 4d6=18 ; d20+20=24 ; 2d8+10=15 ; 4d6=17 ; d20+12=29 ; d8+6=7 ; 4d6=11 ; d20+15=27 ; 2d8+10=25 ; 4d6=22 ; d20+5=9 ; d8+6=11 ; 4d6=7 ; d20+27=32 ; d20+27=34 ; d20+27=30 ; d20+27=32 ; d20+27=43 ; 2d8+10=14 ; 2d8+10=19 ; 2d8+10=16 ; 2d8+10=21 ; 2d8+10=21 ; 4d6=9 ; 4d6=9 ; 4d6=18 ; 4d6=15 ; 4d6=19 ; 2d6=6 ;
Wednesday May 2nd, 2018 12:13:59 AM

I laugh as the lich moves its jaw and no sound comes out. Silence really can be an amusing spell! I think to myself, wondering if its words were anything significant. Probably another spell of sore sort.

Although I cannot dodge my attackers I do my best to get in an extra thrust as the giant breaks off a piece of itself and thrwos it and a shield bearer attacks with an explode head. I then return the damage back upon the lich responsible for this mess.

Actions
-----------------------
Fort Save = 37, success...and it was for the creature below me, not attacking me. Please ignore.

AoO against Shield Bearer hit AC 45 for 17 dmg + 13 sneak dmg = 30 dmg
AoO against giant (if applicable) hit AC 38 for 23 dmg + 08 sneak dmg = 31 dmg

Full Attack (on Lich)
Main Hand Atk 1 Hit AC 38 for 17 dmg + 12 sneak dmg = 29 dmg
Off Hand Atk 1 Hit AC 36 for 13 dmg + 10 sneak dmg = 23 dmg
Nat Atk Horn Gore Hit AC 42 for 17 dmg +18 sneak = 35 dmg
Main Hand Atk 2 Hit AC 24 for 15 dmg + 17 sneak dmg = 32 dmg
Off Hand Atk 2 Hit AC 29 for 7 dmg +11 sneak = 18 dmg
Main Hand Atk 3 Hit AC 27 for 25 dmg + 22 sneak dmg = 47 dmg
Off Hand Atk 3 Hit AC 9 miss
Extra Attak from Haste Hit AC 32 for 14 dmg + 9 sneak +6 bane from embryon's tear = 29 dmg

Cast quickend light spell on the collapsed wall/rubble around the lich

AoO If needed for the enemies round/action (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 34 for 16 dmg + 09 sneak dmg = 25 dmg
AoO 2 with Bastard Sword hit AC 30 for 19 dmg + 18 sneak dmg = 37 dmg
AoO 3 with Bastard Sword hit AC 32 for 21 dmg + 15 sneak dmg = 36 dmg
AoO 4 with Bastard Sword hit AC 43 for 21 dmg + 19 sneak dmg = 40 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
From Sesha
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [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

Hero's feast: +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

SPIDER VENOM
on flail
}



Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 118 hp /169 (18 are temp) [link href=" http://bit.ly/igLUIz "]Spells[/lin18 
Wednesday May 2nd, 2018 12:15:46 AM

ooc: Missed the lich made his will save. Please ignore my making fun of his moving lips with no words coming out.

DM Mitch  d100=87 ; d100=94 ; d100=87 ; d100=72 ; d100=23 ; d100=60 ; d100=33 ; d10+10=13 ; d10+10=11 ; d10+5=14 ; d10+5=8 ; d10+5=10 ; d10+5=14 ; d10+5=6 ; d10+5=12 ; d10+5=15 ; d10+5=15 ; d10+5=11 ; d10+5=7 ; d6=4 ; d6=3 ; d6=1 ; d6=3 ; d6=4 ; d6=2 ; d6=4 ; d100=62 ; d100=63 ;
Wednesday May 2nd, 2018 7:11:12 AM

Wyarr continues casting his spell.

Restlin sends his sword to stab the lich in the face. His mass of arcons shoot rays of light at the lich which seem to do absolutely nothing to him.

Sesha and her witchfires work together to kill the ghosts.
Garret flurries again, pounding into the lich. It’s hard to tell from the unusual form of the lich, but the wet smacks and the redish goo all over his fists indicate he did a hefty amount of damage.

Zane again kills the shieldbearer in front of him.

Tink begins a summoning.

Beri is glad he managed to escape the ghosts and he begins another summoning. His summons attack, mostly focusing on the shardlings on the Storm Giant.

Bosk turns into a small whirlwind as he strikes out at all the nearby foes.

The lich is clearly seriously injured. Rivulets of red, sappy substance dribble down him and he clutches his staff to stand. Still, he doesn't seem to terribly upset. In fact a manic grin spreads over his face.

”You may have won this battle, but the war has just begun.” With a sudden motion he snaps his staff over a knee. At the same time all the golems glow like the sun much like the colossus did moments ago.

There is a tremendous explosion as the staff and all the golems explode at once. The golem explosions generate more golems that also immediately explode. Zane, Bosk, and Garret make the following reflex saves for half damage:

Zane, Bosk, Garret : 1 DC 17, or take 180 damage
Zane, Bosk, Garret: 2 DC 31, or take 11 and 13 damage
Zane, Bosk Garret: 10 DC 23, or take 14, 8, 10, 14, 6, 12, 15, 15, 11, and 7
Garret only: make 4 saves vs DC 19 or take 4, 3, 1, and 3 damage
Zane only: make 3 saves vs DC 19 or take 4, 2, and 4 damage

The cave shakes and then the wall nearest to the explosion caves in on itself burying Zane, Bosk and Garret (Make a DC 15 reflex save or take 34 damage; half damage on success) regardless of whether or not you make the save you are now buried (Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead; Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check.)

The 3 large elementals, elder elemental and the storm giant are all in the slide zone (They need to make a DC 15 reflex save or take 11 damage and become buried. If they succeed they take no damage and are not buried)

Cracks start forming along the top of the gaping hole and spreading up towards the top of the dome as various rocks of size small, medium and large start falling from the ceiling.

As the rocks fall, sunlight begins to pour in through the newly created holes, Tink gets struck by a large rock (DC 15 reflex save or take 21 damage; 10 on successful save). Wyaar gets pelted by 3 small rocks (3 DC 15 reflex save or take 7, 11 and 4 damage; 3, 5 and 2 on successful saves). Restlin gets struck by 1 small rock (DC 15 reflex save or take 10 damage; 5 damage on success) and a medium rock (DC 15 reflex save or take 12 damage; 6 damage only on success). Sesha becomes a rock magnet getting pelted by 1 small rock (DC 15 reflex save or take 4 damage; only 2 damage on success) and 3 medium rocks (3 DC 15 reflex saves or take 10, 7, 12 damage; only 5, 3, 6 damage on successes). Lastly Beri gets dinged by 1 small rock (DC 15 reflex save or take 9 damage; 4 damage only on save). There is now enough area exposed in the ceiling for the wind to attempt to escape again.

If that wasn’t bad enough the 2 surviving ghosts start flurrying with shuriken against Sesha at range. The first ghost Junyoshi at 2 range increments strikes Sesha twice, once hitting her in the face (10 damage and 4 damage). While The second ghost Saramusa at 3 range increments misses completely.

Updated Map

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil  d20=14 ; d20=2 ; d20=7 ; 7d6=20 ;
Wednesday May 2nd, 2018 8:52:37 AM

Wyaar bobs and sways as the rocks fall and neatly avoids them all as he finally completes the casting of his spell to Restore his drained constitution and immediately starts looking less like a man about to expire. Another press of his hand against himself seals most of his remaining cuts and bruises so only a few remain and he flies southward.

~~~~~

Rock Saves: Pass, ring of evasion for no damage

Move Action: Move!
Standard Action: Finish casting restoration to remove all that con damage
Swift Action: Lay on Hands to Heal 20

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 9/22  d20+20=31 ; d20+32=34 ; 4d6+3=16 ; d20+3=13 ; d20+3=6 ; d20+3=16 ; d20+3=21 ; d20+3=15 ; d20+3=5 ; d20+3=12 ; d3=2 ; d20+3=11 ; d20+3=13 ; d20+3=12 ; d20+3=15 ; d20+3=12 ; d20+3=18 ; d20+3=9 ; d20+3=17 ; d20+3=18 ; d20+3=21 ; d20+3=16 ; d20+3=9 ; d6=2 ; d6=2 ; d6=4 ; d6=6 ; d6=6 ; d6=5 ; d6=5 ; d6=1 ; d6=2 ; d6=1 ; d6=2 ; d6=4 ; d6=4 ; d6=5 ; d6=1 ; d6=4 ; d6=2 ; d6=1 ; d6=3 ; d6=5 ;
Wednesday May 2nd, 2018 10:24:47 AM

Restlin swoops away from the falling stone (ring of evasion - no damage). He casually motions his mage's sword over to Junyoshi and lands on Sesha's shoulder.

"That wind's probably going to escape in a moment. We should finish these guys up quickly."

As if on cue, 20 light beams arc towards Junyoshi, moving to the other ghost if he dies.

***

Standard: Mage's sword on Junyoshi - Hit AC 34 for 16 damage

Lantern archons vs touch ac:

(AC, DMG)

13,2
6,2
16,4
21,6
15,6
5,5
12,1
11,2
13,1
12,2
15,4
12,4
18,5
9,1
17,4
18,2
21,1
16,3
9,5


Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+20=28 ; d20+20=40 ; d20+20=33 ; d20+20=24 ; 6d6+8=33 ; 6d6+8=32 ; 6d6+8=29 ; 6d6+8=29 ; d20+16=31 ; 8d6=38 ; d6=4 ;
Wednesday May 2nd, 2018 11:19:39 AM


"Agreed, Mage-Priest. I will expect some compliment on my martial prowess later. I think only twice in my entire life have I dispatched enemies with a weapon other than magic."

Sesha shuffles her stance just a bit, and brings her Disruption enchanted quarterstaff back down into the ghost monks still offering some resistance.

Hit AC 30, Crit AC 40 (confirm vs 35), Hit AC 26 for 33, 32 (61 if confirmed), and 29 damage respectively.

All hit enemies must make a willsave DC 24 or be destroyed.

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

Sesha's Witchfire charges into flanking position, hitting Touch AC 31 for 42 fire damage.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28]  d20+23=36 ; d20+23=32 ; d20+23=34 ; d20+23=37 ; d20+23=38 ; d20+23=30 ; d20+23=41 ; d20+23=43 ; d20+23=30 ; d20+23=26 ; d20+23=42 ; d20+23=25 ; d20+23=35 ; d20+23=33 ; d20+23=33 ; d20+23=34 ; d20+23=28 ; d20+23=31 ; d6=2 ; d20+7=21 ; d20+7=17 ;
Wednesday May 2nd, 2018 11:49:01 AM

Garret looks at the goo and laughs at the lich. When he sees the lich turn the rod, he says, “Uh oh.” Then the explosions start. Rocks and magic blast all around him and Garret turns and dodges all around them. Then he sees the pile of rocks coming down directly at him. He dives to the side and realizes that he is completely covered in rocks, buried alive!

OOC:
Reflex DC 17 (180 dam): 36 pass
Reflex DC 31 x2 (11,13 dam): 32, 34 pass, pass
Reflex DC 23 x10 (14, 8, 10, 14, 6, 12, 15, 15, 11, and 7): 37, 38, 30, 41, 43, 30, 26, 42, 25, 35 pass
Reflex DC 19 x4 (4,3,1,3): 33, 33, 34, 28 pass
Reflex DC 15 (34): 31 pass
Buried, 1d6 nonlethal, Str check DC 25 to escape: 2 dam, 21 hero point re-reroll: 17 Darn it!
(Evasion)

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 6/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character  d20+21=31 ; d20+21=23 ; d20+21=29 ; d20+21=32 ; d20+21=39 ; d20+21=37 ; d20+21=32 ; d20+21=29 ; d20+21=33 ; d20+21=37 ; d20+21=28 ; d20+21=29 ; d20+21=38 ; d20+21=26 ; d20+21=39 ; d20+21=40 ; d20+21=27 ; d20+8=14 ; d6=4 ;
Wednesday May 2nd, 2018 2:22:08 PM

Zane avoids almost all of the explosion damage, from the staff he avoids it all, but some of the resulting explosions catch him from the back. (failed the 2 DC 31's, and takes 1/2)

Zane finds himself buried under all of the rubble, he tries to stand up, but causes himself to pinch something. (the non-lethal damage for being buried.)

"Just catch that damn wind, I can get out on my own, and if not, I'll just use the ring to return to the IronTower. I might not be able to rejoin you all, but that's one sure way of getting out of here...."



Beriothian -- AC:38/18/36 HP: 140/231 CMD = 23  d20+16=29 ;
Wednesday May 2nd, 2018 9:16:23 PM

The druid dodges the worst of the stone, with it just clipping his shoulder. He hears Zane calling out to catch the wind, and Beri notices the hole in the ceiling above.

I don't know how we'll catch it', but I'll make sure it doesn't escape.
Beir casts wall of stone and seals up the breach in the ceiling above.

reflex save = 29
**rolls for summons coming**

Beriothian -- AC:38/18/36 HP: 140/231 CMD = 23  d20+19=21 ; d20+11=13 ; d20+11=21 ; d20+11=13 ; d20+21=32 ; d20+8=18 ; 18d6=66 ; 18d6=47 ;
Wednesday May 2nd, 2018 10:03:24 PM

There is a flurry of movement as the half dozen summoned creatures try to avoid being covered. Most succeed, but two large fire elementals get caught and buried in the stone.

The free fire elementals and the storm giant start to dig out the iron dragons.
The elder air elemental transforms into a whirlwind. It will attempt to catch the wind that is flying around and hold it in place while the dragons determine how to hold onto it..

Meanwhile, the second storm giant the Beri had been casting appears and casts chain lightning on the remaining foes
JU damage=66
SA (secondary target) damage=47 ;

updated health:
Elder Fire Elemental 1 hp=184
Lg Fire Elemental 1- HP = 69
Lg Fire Elemental 2- HP = 80
Lg Fire Elemental 3- HP = 69

Elder Air Elemental 1, HP = 139

SG1 HP = 173
SG2 HP = 237

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 64 hp /169 (18 are temp) [link href=" http://bit.ly/igLUIz "]Spells[/lin18  d20+16=19 ; d20+16=30 ; d20+16=27 ; d100=60 ; d100=12 ; d6=4 ; d6=5 ;
Wednesday May 2nd, 2018 10:26:36 PM

The stings! I told him how this was going to end. Why do they never listen to us? Before I can say more the cavern begins to cave in around me. I try to move through it, but find myself shunted through the debris to a clearing. You guys take the other ghosts out. I can help if needed, but I would prefer to keep an eye on these holes so I can seal them if any others appear.

Actions
---------------------
Reflex Saves 1 = 19 + 1 haste =20, Pass (180dmg/2 for reflex = 90dmg/2 for blink = 45)
Reflex Saves 2 = 30 + 1 haste =31, Pass All dmg reduced to 0 after DR added
Reflex Saves 3 = 27 + 1 haste =28, Pass All dmg reduced to 0 after DR added
made 5 foot step plus 5ft before blinking back. Had 10 feet to go for 2d6dmg. = 9dmg

I believe Beri sealed up the only hole, but if there are others not sealed I will Cast shape stone to seal them. If not I will hold a action to cast it and seal any new holes that may appear.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+26=43 ; d3=3 ; d20+18=28 ; d20+18=30 ; 2d6+9=18 ; 2d6+9=16 ;
Thursday May 3rd, 2018 5:56:10 AM

Her summoning spell complete, Tink calls forth 3 Gargantuan Celestial Rocs. She bids to attack those pesky ghost things.

Tink then digs deep and casts a Reverse Gravity spell to move some rocks and help free those trapped.

---------------
Ref Save vs DC15: 43 = Pass. Ring of Evasion means no dmg.
Standard: Reverse gravity over the buried bits

2 Celestial Rocs position themselves closer whilst 1 just flies around the place.
Drawn as yellow boxes on the map since they're flying and I don't want to crowd the map.

Celestial Roc 1. 15ft (20ft?) reach. Should anything provoke an AoO: Hit AC28 for 18
Celestial Roc 2. 15ft (20ft?) reach. Should anything provoke an AoO: Hit AC30 for 16


DM Mitch  d100=30 ; d20+22=37 ; d20+22=35 ; d20+17=27 ; d20+17=33 ; d20+12=23 ; d20+12=15 ; d20+7=19 ; d2+3=4 ; d2+3=4 ;
Thursday May 3rd, 2018 7:48:13 AM

Wyarr finishes his spell and heals himself after dodging falling rocks.

Restlin dodges rocks and sends his sword and arcons to attack one of the ghosts.

Sesha and her witchfires take down another ghost.

Garett skillfully dodges all the explosions but can’t a rockslide - he’s buried and fails to get out own his own.

Zane also avoids most the explosions and is buried in turn.

Beri seals up the hole in the ceiling and his summons start digging people out. The giant sends some lightning at the surviving ghost.

Bosk insures that there is no gaps in the covering Beri made for the holes in the roof.

Tink finishes summoning some rocs and then casts reverse gravity on the rockfall. About half the rocks fall upwards, almost like the original fall played in reverse. She’s careful to target only the top layer, else the buried PC’s would just be reburied in a rockfall on the ceiling.

With a large portion of the rocks moved the summons are able to get the PC’s out of the rockfall.

The holes in the roof are successfully sealed between Beri and Bosk.

The last ghost, clearly outnumbered and outgunned, still stubbornly throws shirkens at Sesha. Two hit, doing 8 damage.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil  9d6=26 ;
Thursday May 3rd, 2018 8:52:04 AM

Wyaar flies forward to a spot to be 30' from the remaining ghost.

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

Move Action: Move as needed

Standard Action: Channel energy within 30' the last ghost. 26 damage Will save vs DC 26 for half

Anyone else within 30' of Wyaar gets healed for 26 damage

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character  d20+8=23 ;
Thursday May 3rd, 2018 9:08:56 AM

Zane shifts a bit and tries again to extricate himself, failing again....

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22  d20=1 ; d20=12 ;
Thursday May 3rd, 2018 10:17:06 AM

Watching the wind swirl around, Restlin tries re-casting forcecage. Maybe since the last one got destroyed so quickly it didn't count? Sure that makes sense.

It works, to his surprise.

"There. Caught the wind. Finish off this last poor soul with your astounding martial abilities, love, then we can get our poor melee folks clear and get out of this place."

***

Press your luck: success w/ 12 - I recast forcecage and trap the wind.

AC is an abysmal 17/8/14. CMD is 21.



Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d100=3 ; d100=64 ; d20+22=27 ; d20+22=35 ; d20+22=24 ; d20+15=25 ; 8d6=26 ; d20+22=42 ; d20+22=35 ; 6d6+7=23 ; d20+15=31 ; d20+15=21 ; 8d6=35 ; 8d6=34 ; d6=4 ; d6=4 ; d6=3 ; 6d6+7=25 ; 6d6+7=27 ; 6d6+7=30 ; 6d6+7=41 ; 6d6+7=30 ; 6d6+7=34 ;
Thursday May 3rd, 2018 11:28:35 AM


"Of course."

One of the shurikens sticks, and the other passes through her from her Blink spell. She steps in and tries to finish off the creature, helped by the witchfire.

Witchfire: Hits Touch AC 25 / 31 / 21 for 30 / 39 / 34 damage.
Sesha: AoO (ranged weapon within reach of melee). Nat 20. Confirms vs AC 35 for 23 (48 if confirm). Regular attacks hit AC 27 / 35 / 24 for 27, 41, and 30 respectively.

For each hit the ghost needs a willsave vs DC 24 or be destroyed outright.



Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Thursday May 3rd, 2018 1:27:21 PM

Garret feels relief as the massive rock pile is lifted from him. He is intrigued and distracted as he watches the rocks gently float up towards the ceiling. He flies up with them, pushing them side to side as they and he float around. He glances over to the group handling the wind and waves to storm giant Sesha.

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 7/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23 
Thursday May 3rd, 2018 9:28:30 PM

Beri looks around, between the reverse gravity and the extra hands of the summons, everyone appears to have been freed. Sesha seems to have the ghost under control, and the Restlin has the trapped the wind in a force cage. The druid pulls out his gem of seeing and looks around to make sure there are no surprises still waiting for them.

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells  d8=2 ; d8=2 ; d8=3 ; d8=2 ;
Thursday May 3rd, 2018 10:14:25 PM

As things calm down I cast Cure serious wounds (standard action) on myself use my trusty spatula of corpse retrieval to pick up some of the lich's remains and store them in one of my reliquaries (holy symbol) as a trophy honoring this legendary conquest. You fought like a coward, but you died for what you believed in. May Gargul show you exactly as much mercy as you deserve.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Thursday May 3rd, 2018 10:45:17 PM

"Dead Shmed," calls out Restlin. "Dude's got a phylactary somewhere. We're only half done with that jerk."

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells 
Friday May 4th, 2018 12:33:29 AM

I can tell be looking if something is undead, and that thing was not. It was not a lich as I have ever seen one. Rather than isolating his soul, he found a way to bond himself to the bloodgrass. I could be wrong, but I think we need to defeat the bloodgrass rather than look for his phylactry.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+18=25 ; d20+18=34 ; 2d6+9=18 ; 2d6+9=14 ;
Friday May 4th, 2018 5:28:57 AM

Tink's celestial rocs make flyby attacks if given the opportunity.

She meanwhile tries to take stock of the situation. If everyone is out of the rubble and safely away she will dismiss the reverse gravity.

Celestial Roc 1. 15ft (20ft?) reach. Should a flyby attack be available: Hit AC25 for 18
Celestial Roc 2. 15ft (20ft?) reach. Should a flyby attack be available: Hit AC34 for 14

[DM Hugh] Wind, Lose, or Draw  d20+16=23 ; d100=80 ; d10=6 ;
Friday May 4th, 2018 9:27:28 AM


Wyaar flies toward the remaining ghost and channels positive energy damaging the ghost and healing his party members.

Zane tries to dig himself out again but doesn’t manage.

Restlin recasts forcecage, trapping the wind again and then asks Sesha to finish off the last ghost.

Sesha and her witchfire close on the last ghost. The witchfire destroys Junyoshi.

Garret feels relieved when the weight of the rocks is lifted from him. He flies up with them pushing them away from himself and then waves at Storm Giant Sesha.

Beri pulls out his gem of true seeing and looks to make sure there are no other surprises waiting for them.

Restlin points out that the lich has a pylactery around somewhere.

Bosk casts cure serious wounds on himself and then grabs his spatula of corpse retrieval to try to scrape up some of the remains of the blood grass lich but the blood grass lich has been vaporized by the power of the explosion of the staff of power. He can find the 2 broken halves of the staff though. Bosk also says to Restlin that this lich is different.

Tink takes stock of the situation. There is no targets for her Rocs and it would appear that Zane is still buried somehow.

(Know [nature] DC 41 : Highlight to display spoiler: {You saw that he was a plant not an undead. You remember hearing obscure tales once of spellcasters who extended their lives unnaturally by becoming a mossy plant and this process was similar to a lich but different. Instead of needing a phylactery this type of lich used a rejuvenating seed and if it got destroyed it would regrow again in a number of days. If this lich has a seed it could be anywhere the sargrass pocket dimension is a large place })

Tink only Highlight to display spoiler: {When you were scanning the lich in battle you recognized scrolls of greater teleport and plain shift}

You have the wind, that was your goal, do you really want to spend time you may not have trying to find a veritable needle in a haystack?


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Friday May 4th, 2018 9:52:57 AM

Restlin flies up to the forcecage that's trapped the wind. "Fantastic job, everyone. Another stupid evil do-er that underestimated us is dead...hopefully...and we have this wind."

He casts telekinesis and assists in lifting all the stuff off Zane to free him. "How are we going to transport this wind, anyway? I can't open a hole in the forcecage, and it will only last another minute or so. Got any bag of holding tricks up your sleeve, Bosk?"

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Friday May 4th, 2018 12:30:18 PM

Garret quickly dodges as the massive rocks around him start responding to gravity when Tink dismisses the spell. He kicks a rock or two as they pass by him on the way down.

When Restlin asks about the wind, Garret says, "Well, can you shrink down the cage, then stuff the cage in the bag so that when it expires, the wind will already be in the bag?"

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Friday May 4th, 2018 1:26:38 PM

Sesha checks her bags, then adds.

"I have this scroll of telekinetic sphere. It will last around 20 minutes. Do we think we can teleport back to where we met the Manfri who sent us out this way?"

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Friday May 4th, 2018 1:31:25 PM

"Thanks, I'd a been out in a minute or so, but that was faster. Zane says as he's unhurried.
Zane looks at Garret with a surprised, nay shocked look on his face....
"When'd you start paying attention to magic stuff? I was gonna suggest the same thing, but use the portable hole as it opens larger, but you'd need a wall or floor or something to open it onto. I could create a shadow Ice Wall, and then open the hole on the wall, then we just move the wall over the force cage.
I'd expire while we headed back where we need to be... The bridge in Hook City, right?, but then opening the hole, the wind would be at ground level where the blood grass is."


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Friday May 4th, 2018 2:49:55 PM

Restlin's as surprised as anyone at Garret's idea. "I don't have any way of doing that, but good idea, Dragon Wrestler. That forcecage is going to sit right where it is, as big as it is, until the spell expires. I can't do anything other than destroy it entirely.

"I think Sesha's telekinetic sphere idea is a winner, provided that when we blow that whistle or whatever it was to get us out of here, it can come with us. If not, we'll have to go with that portable hole idea."


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Friday May 4th, 2018 9:20:44 PM

"Sorry Restlin but money is on him still being alive.. undead?.. somehwere. He had a couple of ways on him to get out of here. I recognised greater teleport and plane shift scrolls. Perhaps when we are done here we can hunt him done"

In regards to the wind

"We saw how violent that thing could get. Just to state the obvious here but we need to be careful with it"

She's in agreement with the telekinetic sphere approach.

------------------
Knowl Nature vs DC41: Can't make

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23 
Friday May 4th, 2018 9:29:31 PM

That sounds like a good plan. I'll also cast elemental swarm before we head out. They aren't the strongest allies, but a few extra eyes will keep us safe as we had back.

Oh, do we know if that soul sucking trap is out of commission now? I'd hate for some unsuspecting adventurer so stumble upon it after we leave.


Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells  d20+20=38 ; d20+21=23 ;
Sunday May 6th, 2018 10:18:32 PM

As I look for any of the Lich's remains I stumble upon the two halves of the Staff of Power. This is not good! The lich was using a staff of power. There is a chance the lich is still alive! I put the staff in my bag of holding and then cast detect magic to help determine what happened to the lich.

Actions
----------------------------
Knowledge Spellcraft to determine of the staff of power sent the lich to another plane of existence or it destroyed her = 38
Put staff in BOH
Cast detect magic to try to detect the lingering aura to determine what happend to the lich.

If we are jumping ahead I will also search for any items dropped
Perception = take 20 for 41.
I will also collect samples of the remains of everything we killed as trophies and spell components.
(There should be some on me hoens and weapons if not on the ground.)


Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells 
Sunday May 6th, 2018 10:23:21 PM

ooc: Bosk is not pushing to chase the lich, just satisfying his curiosity.

I have a spare bag of holding with nothing else in it. We can put the wind in there.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Monday May 7th, 2018 7:12:40 AM

Before they leave Tink will encourage everyone to gather any items dropped by the ghosts or necromancer. You never know.

DM Mitch 
Monday May 7th, 2018 7:25:30 AM

Garett suggests the party shrink the cage and put it in a bag of holding to capture the wind.

Sesha suggests a telekinetic sphere and wonders if they can teleport back to the Manfri.

Zane is shocked at Garett’s suggestion and makes his own about using a portable hole and an ice wall.

Restlin asks for ideas on moving the wind and is also impressed by the idea, but points out that he can’t alter the already created forcecage. He thinks the telekinetic sphere is the best idea, and also remind the party about the magical whistle that will take them home.

Tink also likes the sphere idea and points out that their enemy is probably still very much alive. She advises caution with the wind and gathers any dropped loot.

Beri agrees with the rest and suggest summoning some elementals so they have extra eyes on the field. He wonders if the trap is disabled.

Bosk digs through the rubble and finds part of the staff of power from the Lich. He tries to determine if the lich died in the explosion, but between the magical remnants of the many explosions and the giant pile of rubble it’s impossible to tell for sure if the corpse is just buried or if he got teleported away. He offers his bag of holding for the wind as well.

Examining the stones with some Arcana Knowledge DC 35 reveals Highlight to display spoiler: {} with the stones now horribly out of alignment and the barriers down the trap is almost certainly disarmed. There is no hint of magic in any of the stones.[/b]

The Dragons have a plan to contain the wind and the whistle that sends them home. Are they heading out or still taking care of a few last minute things?


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil 
Monday May 7th, 2018 9:31:36 AM

Wyaar helps gather whatever can be gathered, but just shrugs about the wind and lets the more intelligent members of the group puzzl that out.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Monday May 7th, 2018 9:40:58 AM

Restlin looks crossways at Tink. "What do you mean, 'Sorry Restlin?' We're arguing the same thing, lady."

Anyways, Restlin hates...HATES...leaving a lich out there to reform, but he has a hunch that destroying the bloodgrass will have unpleasant effects for the lich as well, so he's ready to get out of this place.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday May 7th, 2018 11:02:06 AM


"Alright then. Sphere it is."

Sesha casts Telekinetic Sphere around the forcecage.

"20 minutes folks. Lets blow that whistle."

Sesha keeps a stern countdown by the minute. Once everyone is done looting and prepping, she signals that its time to blow the whistle.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Monday May 7th, 2018 2:14:52 PM

Garret looks around and says, "You don't have to know much magic to know magic can shrink stuff. But that shows how much I know, because you can't actually shrink that thing, whatever it is."

He wanders around a bit and watches Bosk pick up the staff. He says, "Hey, you know that think is broken, right? I mean, are we just picking up all the trash we find now?" He winks at Bosk, then uses his toes to dig through some of the rubble, looking for anything useful.

When Sesha mentions the whistle, Garret looks up and says, "Wait, who has the whistle again?"

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Monday May 7th, 2018 2:37:02 PM

"So, you want that ice wall to open the portable hole on?" If yes, he casts it, and then helps to lift it up over the force cage if that's what is decided.

Whatever is decided, Zane is ready to go...

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23  2d4=4 ; d4=4 ;
Monday May 7th, 2018 9:04:37 PM

As Sesha starts her countdown, Beri finishes up his elemental swarm summons , calling forth 4 large and 4 huge air elementals by the time the countdown completes ( ten minutes after that the final greater elemental will appear ).

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 133 hp /169 (18 are temp) Spells  d6=5 ; d6=2 ; d6=6 ; d6=3 ;
Monday May 7th, 2018 11:13:21 PM

I hold my Bag of Holdings for the others to place the wind into. As we prepare to leave I channel energy to heal everyone for 16hp. This staff is worth well over 200,000 gold. Even damaged and paying the Catacombs restocking fee will offset our costs quite a bit...and if I can get it repaired...Before we go back I want to make sure everyone is prepared for whatever we have to face. Let me know if you are damaged.

ooc: I will heal everyone back to full heath. I have two restoration, lesser spells prepared and heal from a scroll. I will use these as needed to help restore the group. Please list how much HP you still need and how far your ability scores are drained so I can adjust my spells accordingly. [b]Note that I healed everyone for 16hp already and Wyarr healed everyone for 26hp. I will also cast False life on myself again to regain my temporary HP.

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 133 hp /169 (18 are temp) Spells  d6=5 ; d6=2 ; d6=6 ; d6=3 ;
Monday May 7th, 2018 11:13:21 PM

I hold my Bag of Holdings for the others to place the wind into. As we prepare to leave I channel energy to heal everyone for 16hp. This staff is worth well over 200,000 gold. Even damaged and paying the Catacombs restocking fee will offset our costs quite a bit...and if I can get it repaired...Before we go back I want to make sure everyone is prepared for whatever we have to face. Let me know if you are damaged.

ooc: I will heal everyone back to full heath. I have two restoration, lesser spells prepared and heal from a scroll. I will use these as needed to help restore the group. Please list how much HP you still need and how far your ability scores are drained so I can adjust my spells accordingly. [b]Note that I healed everyone for 16hp already and Wyarr healed everyone for 26hp. I will also cast False life on myself again to regain my temporary HP.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday May 8th, 2018 5:11:12 AM

"Whoa whoa whoa!" Tink holds up her hands and steps back from the whistle "We just had a huge fight and used up a lot of resources. I for one have less than half my spells left. One more big fight and I'll be throwing sling bullets"

"If we are heading back to that Manfri guy, then yep, sounds like a plan. There's a place to rest. If we're heading back to the Wold I'm pretty hesitant. We've got a good defensible position here. We put the sphere forcecage in a bag of holding. That will contain it until we open it again. We take some time to heal our wounds, and as Bosk says, make sure we are prepared for what we have to face"

OOC: Sorry guys, but another combat like that would likely have Tink sidelined half-way through

DM Mitch 
Tuesday May 8th, 2018 7:35:34 AM

Wyar helps gather any items that can be found.

Restlin hates to let the lich go, but figures destroying the grass will ruin it’s day regardless.

Sesha casts the telekinetic sphere and lets everyone know they have 20 minutes.

Garett points out the staff is broken so why is Bosk taking it? Then he wonders who has the whistle.

Zane is still a bit uncertain about the plan.

Beri summons some elementals as planned.

Bosk points out that even broken the staff is valuable and he gets out a bag of holding to to the wind into.

Tink objects to leaving, pointing out they’ve had some tough fights and should probably rest.

On the one hand the party could use the rest - on the other who knows what’s going on back home. Can the afford another rest? (See e-mail)

Regardless of resting or not, eventually the party uses the whistle and finds themselves back in Hook City on the bridge. Or at least that’s probably where they’re at; it’s hard to tell with the field of bloodgrass covering everything.

The blood red grass stretches as far as the eye can see down both directions from the bridge. It’s hard to tell exactly how far it has spread on the ground, but it’s clearly spread in a much farther area than it should have in the time you were gone. It’s either accelerated it’s growth rapidly or you were gone far longer than expected.

The crystal sits about 40 feet away. It’s glowing and pulsing with power, so much so that the party can feel it even from this far away.


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Tuesday May 8th, 2018 11:09:09 AM

Restlin's spell selection is still pretty strong, but knows what it's like when everyone insists on going forward & you know that you're almost useless.

"Tough call." He thumbs through the ritual book that Manfri gave them. "Says here we just have to perform this ritual, but who knows what bloodweed mad nasties are terrorizing Hook City. Of course, if there are bloodweed mad nasties terrorizing Hook City, the heroic thing to do would be go help as soon as we're able..." And just like that, Restlin's talked himself into leaving. "I say we go, but if you guys think we should wait, I won't argue."

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil 
Tuesday May 8th, 2018 11:12:02 AM

"I am more than able to continue as well.. hopefully that wind stays locked up and I'll be of more use if any bloodweed mad nasties come out, but while delaying may make things harder, having our spellcasters sidelined would make things far harder still.

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 133 hp /169 (18 are temp) Spells 
Tuesday May 8th, 2018 12:41:24 PM

We are talking about delaying part of a day in a scenario where there might be an angry lich waiting for us at our destination. I vote for resting up first.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Tuesday May 8th, 2018 1:04:55 PM

Garret, flying in place, just stares, open-mouthed, at the massive spread of the weed.

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Tuesday May 8th, 2018 3:22:32 PM

"I have enough to enhance us, but prolly only enough for a single fight. Whichever you all decide I'll go by, I'm good with."
Zane takes a look to the sky, hoping to lay eyes on the ship, or possibly even the Inspector or one of his men, keeping watch for the Dragon's return....

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23 
Tuesday May 8th, 2018 9:17:04 PM

Beri shakes his head at the thought of what may be waiting for them.
I agree with Bosk. What we dealt with was a long string of safeguards that have likely been in place for a long time. And there were likely several similar locations to protect the other items. It's possible that everything was divided among the various stations, but assuming there was a backup plan in case one of the items was retrieved, we should assume the final effort to defeat his plan is going to be the strongest. And everything we've seen about this Lich suggests it won't be a single fight. The first attack resulted in endless waves of diseased enemies invading our city, and unless I miss my guess the last fight was actually multple traps we set off at once. I believe resting is the wisest course of action at this time, because if something is waiting for us we need to be ready for it..

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Wednesday May 9th, 2018 2:13:49 AM


"Well, we seem to have a consensus. Heroes can't help anyone if they are dead."

Sesha lets go of her Giant Form spell, and rests with the others.

-------------------------------------
Next day, in front of crystal
------------------------------------

"Well, that's a thing."

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday May 9th, 2018 5:54:13 AM

Tink is quite relieved that the party agree to rest. She's confident they could overcome any obstacle they may face, but if something should happen to one of them and she couldn't do anything, well, she couldn't live with that.

Now fully rested she is ready to go.



DM Mitch 
Wednesday May 9th, 2018 6:06:55 AM

Restlin debates the merits between staying and going but decides to cast his vote for leaving.

Wyaar says he can continue on but questions the wisdom in having their spellcaster’s sidelined.

Bosk votes for resting as an angry lich might be waiting upon their return.

Garret floats starring open mouthed at all the grass.

Zane says he has enough magic to enhance the party for a single battle and leaves the resting decision to the rest of the party. Zane then takes to the sky hoping to see either Auslander or Starblazer.

Beri says he agrees with Bosk and postulates that there could be a backup plan enacted if an item was retrieved. He suggests the Lich won’t be waiting for them with a single fight since the first attack was waves of diseased creatures attacking Hook City and the second fight was multiple traps they set off at once.

(Know Arcana 23 + Detect Magic) Highlight to display spoiler: {You detect a strong aura of abjuration emanating from somewhere near the crystal }

Sesha rests with the others and comments on the crystal the next day.

As Zane flies up he gets a better view of the city. It seems that almost the entire town has succumbed - grass spreads as far as the eye can see and tiny dots of movement can be seen here or there.

Restlin’s consultation of the ritual book gives the party more insight as to what exactly they have to do. It seems that someone will have to make a performance - the type of performance doesn’t seem to matter except it can't be comedy, only that some type of performance occurs. As the performance begins the ritual object must make contact with the meteor.

There is danger in the ritual. The crystal will give off powerful negative energy and the grass being spread will resist being purged. The other party members can use raw ability checks to assist the party member with their performance, for example fighting back the grass using strength or raw will power, warding it away with incense while not touching it, or assisting the performance with a Charisma check.

Once the ritual is completed the Bloodgrass in town should die off, and any local infected be cured of the infection.


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Wednesday May 9th, 2018 8:54:35 AM

"I haven't practiced in years, but the Monks at the monastery taught me to dance when I was younger to improve my body and limb coordination. When I was small, I really was a klutz." Highlight to display spoiler: { Perform dance+11}

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil 
Wednesday May 9th, 2018 9:57:28 AM

"What I lack in talent I will make up for in enthusiasm with whomever does the performance," Wyaar offers and spends a few minutes scanning over the area around the crystal with Detect Evil just to be sure there are not nasty surprises about.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  d20+22=24 ;
Wednesday May 9th, 2018 9:59:17 AM

Restlin tosses the ritual book in his pack and turns to Zane. "I've been practicing for this for a while now, think I've got it." (Perform: storytelling +17, more w/ luck points)

"Hey rock!" he calls out. "Let me tell you why this plan of yours is nonsense. You see, me and my friends here..."

Perform: 24 - a disappointing start, but it happens.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28]  d20+7=9 ;
Wednesday May 9th, 2018 11:31:28 AM

When the performance is mentioned, Garret leans to the side, preparing to "perform," but then Restlin says it can't be a comedy bit. Garret stands back up, then lets one slip and he smiles. "Sorry, that's all I've got."

As the others make offers, Garret says, "Well, I'm not sure what else I can do, but I can try and keep those grasses and vines away from you performing types." He goes up to attempt to pull some vines away from the rock, but slips and falls on his knee.

OOC:
Garret does actually have a stinking 40 in acrobatics, but that's nowhere near as fun as I imagine Restlin's storytelling will be! Strength check: 9

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d8=3 ; d20+15=35 ;
Wednesday May 9th, 2018 2:08:54 PM


During their time with the Sultan and his people, Sesha had shown she had some skill in performing dances. They were a regular past-time of her life-kin, the barbarians who raised her, and so now she danced one of the dances of her people.

She dances the Story of the Snake, the animal which she as a drow was named after. Her movements are lithe and limber, and tiny beads of sweat accumulate as she slowly moves and twists her small body.

Perform: 35 - Nat 20.

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23  d20+27=39 ; d20+4=13 ;
Wednesday May 9th, 2018 9:04:57 PM

The druid shakes his head when he hears mention of a performance. The party's adventures have taken him across the Wold, and he can transform into many creatures people have never even heard of, but to actually perform is another story. Beri digs through his pack looking for inspiration.

Well I have this hand puppet that I suppose I could... maybe.. Oh! Did you just say that I can fight back using raw will power, well that's a whole different story. I'll just put away this little guy then and leave the performing to the more talented members of the team.

The druid puts the puppet back in his bag, and transforms into an air elemental so he can hover above the plants, and fights the plants back using raw will power.

Will check = 39

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