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[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

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