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Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Sunday April 8th, 2018 9:33:10 PM

Zane leaves the girl to her watching.... He spends some time mingling and searches around for the Captain, he has some business to discuss with him or her.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Sunday April 8th, 2018 9:44:24 PM

Tink enjoys the peace and quiet up in the crows nest. She tries not to disturb the girl

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Sunday April 8th, 2018 11:08:10 PM

I look around and see Tink up in the crow's nest and Sesha on her broom and am relieved to see someone from our party where they can keep an eye out for danger. Seeing that they have things under control I allow myself to be guided from party to party to listen to the various parties tell their tales. I do my best to keep an ear out for anything related to our quest or the wind.



DM Mitch 
Monday April 9th, 2018 6:33:49 AM

Tink grins at Hilgrace, reflecting that a child’s head should be in the clouds and on the future but should not be counted on as the sole lookout. She is relieved to notice other lookouts at strategic points of the gathering. She then enjoys the peace and quiet of the crow’s nest.

Restlin has spent many an evening in company worse than this. He figures it’s a fitting end to the day they’ve had and resists the urge to make himself the center of attention when the tales are being told. He’s curious to see how Tink will interact with the girl in the crow’s nest.

Garret tells Wyaar he thinks he might be related but he’s still gathering food errr information. The halfling enjoys the stories and company of his potentially distantly related kin and eventually when he’s had his fill of food and stories he loosens his rope belt, lets loose a loud belch and grins from ear to ear.

Sesha takes to the air on her broom looking for other threats after having eaten some of the feast. Aside from 2 reptilian creatures giving the gathering of Iron Dragons and halflings a wide berth their don’t seem to be any threats in the area.

Beri grabs a pint of ale and joins in the conversation hoping to glean something useful. Beri’s hears of rapkes and tall men some creatures native to the Sargrass. A particularly old halfling woman tells a tale of queen ma’ab taking powerful items and suspending them in case of future need. Supposedly many ventured in search of these items for their own gain only to find their own ruin. Perhaps the first wind is one of these items that Ma’ab hid away? If so how many souls were ruined looking for it before you.

Zane leaves the girl to her watching, and sets out to find the captain. Zane learns that the job of captaining the Grasshopper rotates between the elders of the tribe. Right now it is Gopher’s turn to captain the ship. “What can I do for you?” Gopher asks Zane.

Bosk is relieved to see Sesha and Tink keeping watch so he goes around the party socializing. (OOC: Make a DC 15 Diplomacy check to gather information)

The party continues further into the morning.


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+11=31 ;
Monday April 9th, 2018 6:50:03 AM

"Hey, that one looks a little like Garret" Tink says pointing to a large fluffy cloud.

She looks over Hilgrace more closely to see if she shows any signs of being injured, scars from previous injuries, and basically trying to get a feel for the girl's health. She isn't planning to judge the family or their care for the girl - simply get a feel for how hazardous a life she leads.

Heal: 31

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Monday April 9th, 2018 11:01:01 AM

Since they just had breakfast, Restlin guesses there's a lot of daylight left. He starts to gently nudge his friends over their empathic link that it's time to move on.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Monday April 9th, 2018 11:46:12 AM

Garret rolls out of his chair and looks for a nice, comfortable pile of rope. As he reclines, he hears Restlin mumble something about moving on. He starts to reply, but instead decides that it is nap time...

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Monday April 9th, 2018 2:02:16 PM

Zane speaks with Gopher, quietly.
"I assume that you keep lookouts. At least that what I think that girl up in the Crows Nest does. I just hope that you keep more than one, heaping the responsibility for your entire families safety on one so young will most likely stunt her growth into a great look out.
I'd recommend keeping to one hour shifts, it'll keep their attention on watching for dangers, rather than daydreaming. I know when I was a youth, everything else other than what I was supposed to be doing drew my attention. But then again, Garin, my primary teacher at the monastery, cured me of it, but since I'm 3 times the size of any of your family, I wouldn't recommend letting a yearling hippo try to eat your learning guard.
I believe Garin said, "If you see it coming, it's less likely to chew your arm off." I paid a lot closer attention after that."


Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Monday April 9th, 2018 9:10:03 PM

Beri listens to the old halfling woman's tale with, eyes wide and soaking in every detail.
I fear that the day Maab forsaw has indeed come at last. Did the tales include any details on what befell the poor souls who went to find these items? Was it their selfish desires that lead to their ruin, or do the tales tell of guards protecting the items Maab has suspended?

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells  d20+15=28 ; d20+21=38 ;
Monday April 9th, 2018 9:43:33 PM

If you want I can take the late watch. My dark vision will help my spot anything out of place. I can then renew my spells at dawn. As the others enjoy the party I do my best to make small talk and steer the conversation to gather more information.

Diplomacy = 28
Perception = 38 (dark vision, death watch)

DM Mitch 
Tuesday April 10th, 2018 5:34:12 AM

Tink points out a cloud that looks like Garret and then tries to gauge how hazardous is life the Sargrass is. Hilgrace seems like a hale halfling lass. She doesn’t seem to be suffering from any lingering injuries but you literally saw Greta bring people back from the dead so what trouble would be a broken bone be?

Restlin tries to nudge the others over the link that it is time to move on.

Garret ignores this suggestion and curls up amidst some ropes for a nap.

Zane expresses concern over the lookout situation amidst the clan to Gopher. Gopher listens politely and then says, “Hilgrace, is not our only sentry. I’ve posted lookouts there, there, there and there in addition to her.” He moves his hand indicating where the lookouts are and from Zane’s experience the placement seems like a sound one. “Rapke’s are probably fiercer than a hippo and we teach our warriors in training to respect the threats they pose.”

Beri listens intently to the old halfling’s tale. He theorizes that the day Ma’ab foresaw has come and asks what fate befell those who went to look for the items and if the cause was their greed or some guard.

She tells Beri that accordingly to legend magic, traps and guardians were used to protect the suspended items. However, it was said that some traps could sense the intentions of those approaching the item. The monks of the crystal mountain sought out the items so that they alone would be able to dictate how the items could be used. They sent a delegation to one of the rumored sites and no one ever heard from them again. They even hired their own spellcaster mercenaries in case magic was needed, 2 powerful magicians who drew upon the power of fire and ice. Whatever fate befell them even magic couldn’t save them not one of the 6 monks nor their two mages were ever seen alive again.

Bosk offers to take late watch and then tries to make small talk and gather additional information. Bosk hears that supposedly one of the sites where Ma’ab suspended an item is supposedly in a valley between 2 hills decorated with large stones bearing runes and wind chimes suspended by rope. He also hears rumors of powerful spell casters existing who have figured out a way to subvert the power of the blood grass to grant themselves unnaturally long life and additional power. He isn’t sure if the latter is real or something to scare children with but the first bit of information could be promising.

The food is mostly consumed and the flow of stories is finally starting to slow. Greta interrupts Gopher’s chat with Zane. ”It’s time. she tells him. Nodding and excusing himself, he advances to the front of the ship to look down at the party now winding down.

”Brothers, sisters.” he calls out loudly. Immediately everyone turns their attention to him. ”We have feasted in honor of the fallen and told tales of remembrance of their time on the Wold. Now is the time to see them off on their journey in the next world and go our separate ways.”

Gopher and Geta lead the gathered halflings and Dragons to a pyre’s made of grass. The structures were made with great skill, using several varieties of grass from the plains to make a structure capable of cradling the deceased. There are nearly a dozen dead, perhaps a quarter of Gopher’s clan. From the shocked, sorrowful expressions on many faces it’s evident that until now the full impact of the morning’s events only just now hit for many.

Gopher himself makes no effort to hide his emotions. Tears flow freely down his face as he speaks. ”We have lost many of our number this day. Life on the plains has always been perilous, but rarely have we seen so much tragedy in so short a time. All of us have lost brothers, sisters, children, and friends.” Momentarily overcome, he closes his eyes and bows his head. Looking up, he turns to the dragons. ”Only through the help of Maab’s chosen have we survived this hardship. We all thank you from the bottom of our hearts. Without you, many more would have perished.” He nods his thanks to the dragons and a mutter of other thankful comments comes from the crowd.

He signals another halfling, standing nearby with a torch. With proper solemnity the torch bearer advances and sets one, then the other pyre alite. Greta and the other seer, just behind and to either side of Gopher, start muttering and making small motions, causing a breeze to blow across the pyres and lift the ashes aloft. Knowledge, Arcane DC 23 Highlight to display spoiler: { It’s some variation of Gust of Wind or Wind Wall, providing a sustained breeze. Probably a local spell designed to keep sails full on still days.}

”We now free our family from their worldly forms. May their ashes scatter to the four corners of the plains so that their spirits may journey always across their home as they did in life.”


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday April 10th, 2018 7:54:35 AM

Tink stays silent to show reverence for the fallen. There is nothing she can add to convey her sympathy for the families, nor help the sorrow they all must feel.

She lays a hand on Hilgrace's shoulder to help give her strength.

It's a somber moment that she doesn't wish to interrupt.

Knowl Arcana: Autopass

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Tuesday April 10th, 2018 9:54:27 AM

Restlin stands close to Sesha, solemnly honoring the fallen...right up to the second the ceremony is done. "Ok folks, your heard the man. Time to go our separate ways."

The Mendicant's ready to go whenever.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Tuesday April 10th, 2018 10:23:11 AM

Wyaar remains quietly solemn through the ceremony and nods in agreement to Restlin, "We do need to be off."

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Tuesday April 10th, 2018 11:27:33 AM

Garret wakes up when he hears the announcement and stands with the others. He heads to the rails of the ship to watch and carefully looks at others to see what he is supposed to do. When the others stand reverently, he stands as well, trying to look the part as best as he can. When they mention heading their separate ways, Garret carefully looks over the now-smaller clan. He seriously considers staying with them, with his own people, knowing he can help them. He thinks about it and realizes that his duty is with the dragons now and he prepares to leave once again.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Tuesday April 10th, 2018 11:54:07 AM


Sesha gives Restlin a squeeze, and watches the ceremony quietly. When it ends, she ponders to the others.

"I wonder about the powerful mages of fire and ice. Do you think that maybe whatever threats they faced were immune to those elements? It might not hurt to have lightning and acid ready to go."

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character  d20+11=25 ;
Tuesday April 10th, 2018 3:15:10 PM

"That's good to know Captain, I was just making sure you were well informed."
Zane tells the Captain, As the ritual goes on, he sees the spell go off and begins to think......
Over the link, "One of you more experienced mages, might want to have a discussion with the Captain. That spell he cast, two things about it. It controls the wind for the first thing, second, it's from here, wherever this happens to be. We will probably need it to bind the first wind, or at least borrow it."

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Tuesday April 10th, 2018 9:16:59 PM


Shes nudges Restlin.

"A witch doesn't much the ability to learn other peoples magic. Unless he can scribe a scroll for us, in which case I can probably make it work."

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Tuesday April 10th, 2018 9:21:30 PM

Beri listens as the old lady tells her tale. Spells of fire and ice, could that mean that they learned something indicating that those spell would be needed, or does that mean that those spells were ineffective against whatever the were up against.

The druid watches in sadness as the funeral pyres are lit. They were able to save many, but still many had fallen this day, and after spending the night hearing their stories he feels almost as if he had known them himself.

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 11th, 2018 12:00:16 AM

After the ceremonies I approach Gopher. I must thank you for including us in today's ceremonies. As a cleric if the god of life and death I am often called upon to help in such situations when no other is available. This is the first time I have seen this particular ceremony, and I greatly value this experience. If it is not asking too much, could you teach me this spell or sell me some scrolls or something callable if casting it? It might be useful in our mission, and when necessary I like to have the means of honoring the fallen according to their in customs.

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 11th, 2018 12:01:06 AM

ooc: I also relate all I learned over the ring to the others.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday April 11th, 2018 5:05:59 AM

Tink maintains her rigid expression but relays over the link "Good thinking, Zane"

DM Mitch  d20+1=19 ;
Wednesday April 11th, 2018 7:36:10 AM

Tink remains silent to show reverence for the fallen. She lays a hand on Hilgrace to lend her strength. She also compliments Zane on his thinking.

Restlin stands next to the Sesha during the ceremony and then tells everyone it is time to go their separate ways.

Wyaar remains silent and then says we need to be off.

Garret wakes up and stands with the others. He considers staying with the clan of halflings he’s distantly related to but decides his duty is with the Dragons.

Zane tells the captain it is good to know they are well sentried and when the wind is stirred up later he suggests they inquire about the spell used as part of the ceremony to help with the wind.

Sesha gives Restlin’s hand a squeeze and posits over the ring that whatever they may face may not be susceptible to fire or ice. Sesha points out that a witch doesn’t have the ability to learn other’s magic but if they can get her a scroll she could probably make it work.

Beri also ponders the bit about the mages with fire and ice abilities and wonders if they would need those abilities too or if those abilities proved ineffective against whatever the group faced. He watches in sadness as the pyres are lit as they did manage to save some of the halflings but not all of them.

Bosk thanks Gopher for allowing him to see the ceremony and asks if he can be taught the spell they used or given a scroll.

Gopher is a little surprised at Bosk’s request. ”Sure, I don’t see why not. Do you need any provisions? We have spare supplies.” He hesitates, then adds, ”If you need a way to cross the plains easily we could give you a boat. We have a couple of smaller ones for scouting and short outings.” Sense Motive vs DC 19 Highlight to display spoiler: { he seems pretty reluctant to offer the boat and probably is only doing so because he feels obligated to.}

Greta, who had listened to the conversation, goes to the ship and disappears inside, returning shortly with two of the requested scrolls.


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday April 11th, 2018 8:11:41 AM

"You've been very gracious, sir. I appreciate your offer of a boat however we already have powerful magic that allows us to travel quite quickly." Tink tries to be polite in declining Gopher's offer. She doesn't want him to lose face in front of his clan.

"Hold your horses Restlin. We'll be gone soon enough. I want to see if they have anything that may further help us."

She is curious about the supplies. These halfling obviously have ways to make scrolls and Tink is interested in scroll scribing materials - specifically to copy this new spell into her book. Why rely solely on scrolls when she can memorise it herself, and who doesn't want to learn new spells? Tink doesn't want to hold the party up too much but the chance for knowledge should not be passed up.

Highlight to display spoiler: {Not sure if the DM is suggesting this caravan may act as a form of store for us to buy things}

Sense Motive: Autopass

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Wednesday April 11th, 2018 8:58:12 AM

Wyaar graciously accepts any cured meats the halfings may have spares of so that he can use them to bribe Garret later... and any arrows.

"Do we think Windwalking will take us to where we need to go this time?" he asks of the boat, "or should we stick to regular flight?"

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Wednesday April 11th, 2018 10:16:10 AM

Garret wanders over to the railing of the boat, momentarily lost in thought as he gazes out across the plains.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 12/22 
Wednesday April 11th, 2018 1:06:20 PM

"Ugh," Restlin thinks to himself. Do-gooders always gotta do-good.

...but, he will copy down that spell in his spellbook if they'll let him. He carries extra crayons with him for just such an occasion.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character  d20+8=25 ;
Wednesday April 11th, 2018 1:52:18 PM

As the Captain offers a small boat for the group to borrow, Zane laughs, and it's a belly laugh.
"Captain, putting one 'Taur in a dingy would be bad enough, but two of us? Are you wanting us to sail across the Sargrass or plow a furrow through the Sargrass.
I think I can speak for us when I say we'll pass on your offer, but we do appreciate it though. There aren't many who'd offer something that I imagine is hard to come by out here."
Zane says after he's stopped chuckling....

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Wednesday April 11th, 2018 9:18:11 PM

While one of the boats being offered probably wouldn't be the best method of travel for party, the druid can't help but miss their sentient ship back home. It could fly over the grass, and was able to defend itself in battle, at least to some degree.

Oh, I do have one more question, what would be the nearest settlement from here? I want to make sure we have our bearings straight for when we finish up our task.

ooc: Since it sounds like we are wrapping up, can we get clarification as to the time/how many hours of daylight there are left?

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Wednesday April 11th, 2018 10:32:29 PM


With Restlin and Tink chomping at the bit to learn a new spell, Sesha is fine with leaving them to the management of that particular task.

As for herself, she is starting to also feel the weight of their task urging her to action. She makes her thoughts known through their dragon consortium rings. "We probably shouldn't dally here much longer."

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Wednesday April 11th, 2018 11:12:34 PM

I thank Gopher and Greta for the scrolls, but turn down the offer for the boat. Thank you for offering to loan us a boat, it is very generous of you. However, we have other means of magical travel that we are more familiar with and which I think would suit us better in our task. The only other thing I can think to ask is if you have any idea what my might expect to encounter traveling this way. I say point in the direction of our expected travel. Any dangers we might wish avoid or landmarks we should keep an eye out for?

Over the ring I add, If any of you can transcribe these scrolls, I think it would be a good idea to learn it or at least make more copies.
ooc: Can clerics learn this spell? It appears to be used in death rituals and is a derivation of Windwall which is a cleric spell. If so, I would like to add it to my spell list and likely prepare it in the morning depending on the level.

DM Mitch 
Thursday April 12th, 2018 7:23:14 AM


Tink thanks the halfling for his generosity but declines the offer of a boat. She then tells Restlin to be more patient.

Next she examines the scroll more closely. The paper is a light purple color, light enough that it’s easy to read whatever is written on it. It’s rather thicker and a bit heavier than normal parchment. The runes on it are spidery and intricate, unfamiliar to any you’ve seen (Knowledge: Arcana or Spellcraft DC 28 to decipher that it actually does: Highlight to display spoiler: { The spell creates a sustained wind for duration of concentration. The wind is strong enough to fill the sails of a ship, but stay in a fixed position set by the caster at the time of casting and cannot be used to deflect projectiles or flying enemies. Concentration checks start at DC 10, occuring once every five minutes, but go up by 2 every check. The direction of the wind can be altered, but that increased the next check by 5 instead of 2. The spell is of a magical discipline you are unfamiliar with and cannot be learned by any other class.}

Wyarr accepts some meats and wonders if they should windwalk or just do regular flight.

Garret wanders around a little and gets lost in thought.

Restlin uggs at the delay, but is interested in copying the spell himself (Feel free to take a crack at the spellcraft/arcana check too)

Zane laughs at the thought of the party trying to fit in a tiny dingy.

Beri knows that they don’t really need the offered boat, but it makes him miss the dragon’s actual boat. He asks about the nearest settlement and is told that it’s two weeks away and further west; that’s two weeks by sailing ship.

Sesha lets Restlin and Tink handle the spell and begins to worry about their own task.

Bosk wonders if clerics can learn the spell and asks about the road ahead.

Gopher scowls at Zane’s laughter and waves to a fairly large boat hanging from some pulleys on the side of the ship. Far from a tiny rowboat, it seems to be a sleek, serviceable boat fully capable of holding a large party. ”We can hardly send a dingy to retrieve downed trees for wood or carry a whole pack of us to town for supplies, nor would I make such a useless offer.” Tinks polite decline softens the edge of his scowl slightly, though he’s still clearly upset in general by the recent events. ”Enough. We need to get going before more of those things show up and kill more of my family. Thank you for all of the help, and may the gods bless your quest.”

The halflings quickly bring out the requested supplies to the shields and lift off. Their ship soars elegantly and quickly, vanishing into the distance.

WIth the halflings gone nothing prevents the Dragons from quickly packing their own things and resuming the journey west. Soon after they start moving again they see some hills in the distance. As they get closer it becomes evident that they’re more like very small mountains, tall, imposing, and stony. Very little grows on the rocky surfaces jutting out of the flat plains. They almost lean into each other, not quite towards the top.

The hills seem to be positioned in such a way that they catch the wind between them, causing a stiff breeze to constantly blow through the narrow entrance. The party can hear the howling of it from a good distance away, leading them right to it. Large stones flank either side, covered in long-faded runes, with ropes stretching overhead covered in small chimes that jingle and sing in the breeze. The sun, near noon now, shines directly down into the channel, lighting up the scene.

Does the party dare advance, or rest first and regain lost strength and used spells?


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 13/22  d20+27=31 ;
Thursday April 12th, 2018 10:59:05 AM

Spellcraft: 31

Restlin looks at the scroll. He tries reading it backwards, then upside down...he can tell it does something, but he also knows the discipline behind casting it is not one he shares.

"Well, it's magic, but not my kinda magic...and I do two kinds, so that's a big deal. A more studious wizard would find this fascinating, but that's not me."

He claps Zane on the back while heading back to Sesha's side. "Now that we've got the obligatory 'Iron Dragons Alienation Protocol' out of the way, let's go..."

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Thursday April 12th, 2018 1:07:05 PM

Zane turns to Restlin, "I think he was looking for a way to be insulted for some reason, That I gave it to him, oh well...."
Zane doesn't mind either way, if they continue or take a rest.....

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Thursday April 12th, 2018 3:16:58 PM

Garret flies along with the others, quiet except for the occasional burp from the massive meal. When the windly areas is spotted he says over the rings, "Well, that looks like as good a place as any to find a wind. Anyone have a box to put it in?"

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Thursday April 12th, 2018 8:57:56 PM

"maybe.. maybe someone can just inhale with the wind blowing at them and have one of those spells where you don't need to breath cast on you afterward?" wyaar suggest probably unhelpfully. "should we try to rest? Are the more magical of us ready if things go poorly?"

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Thursday April 12th, 2018 9:09:06 PM

The druid looks at the path before them. Mountains... stone... lifeless...
I think the real question is do we want to rest and prepare new spells first? Those exploding crystal golems, or whatever they were, are pretty formidable. If there is an even larger variety hiding in the mountains we will want to be ready.

DM Mitch 
Friday April 13th, 2018 6:32:08 AM

Restlin tries reading the scroll every which way but loose and says it is magic but it isn’t his magic and a more studious wizard might find it interesting but not him. He then claps Zane on the back and says it is time to move on since they got the Iron Dragons Alienation protocol out of the way.

Zane suggests the halfling was looking for a way to be insulted and has an oh well attitude about it.

Garret flies along w/ the others burping occasionally. When they spot the hills and the entrance he says that looks like a good place to find a wind and asks if anyone has a box.

Wyaar theorizes they could have someone try to inhale wind the wind comes at them and them cast a spell where they don’t need to breathe afterward. He then asks if anyone wants to rest.

Beri suggests the real question is if they want to rest considering the golems were formidable and if there are even larger versions they should probably be ready.

The party debates the pro’s and con’s of resting and tries to decide what to do.


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 13/22 
Friday April 13th, 2018 1:55:24 PM

"I've got a bunch of spells ready to go still. I'd say I'm at 50% capacity. I feel confident enough to keep going."

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Friday April 13th, 2018 2:17:51 PM

"Shall we move on then?" Wyaar asks. Whatever is decided by the spellslingers he will go along with it, trusting in their jdugement of their own abilities.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)251/268, Blindsense 60' Character 
Friday April 13th, 2018 2:55:04 PM

"Which ever...."

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 232/232 Ki:14/17 CMD: 48 SR: 28] 
Friday April 13th, 2018 3:15:39 PM

Garret says, "I'm glad Restlin is ready." He looks over at Sesha and continues, "Do we have any healing capacity at the moment?"

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Friday April 13th, 2018 6:14:57 PM


"We do. A few stronger ones and plenty of items and smaller spells. I could heal us through another conflict of similar scope as before. Other than that, I don't have much that even affected the golems."

She pokes Restlin.

"Want to share some of your damage spells? I haven't leeched any magic from you today."

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Friday April 13th, 2018 9:24:41 PM

"I held back in the previous combat so have many of my spells ready to go. My only concern are the ones that we prepare each morning. I wouldn't want to be mid battle and drop out of the sky"

By Tink's reckoning (and the DMs email) the party have been travelling for close to 12 hours now. Pushing ahead would certainly be a drain on running spells as well as the will to push on through a forced march and potential effects from loss of sleep.

The more she thinks about it the more she wants to have an 8hr rest.

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Friday April 13th, 2018 10:43:20 PM

The druid shakes his head.
I have a good amount of spells left, but the fate of the Wold is in our hands. Do we dare advance, or rest first and regain lost strength and used spells? I can't help but feel this isn't the time to be cavalier and charge in. It's almost as if there is a higher power whispering in our ears on this one... when that happens, only fools don't listen.

Sesha [AC 35 /23 To/35 Fl] | HP 109/129 | CMD 33] 
Saturday April 14th, 2018 7:35:01 PM


Sesha finally finds herself with an opinion.

"Rest, if available, is worth taking."

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 171 hp /172 (19 are temp) Spells 
Sunday April 15th, 2018 10:11:33 PM

I agree. With the date of the Wold in our hands, we cannot take any chance.

DM Mitch 
Monday April 16th, 2018 7:29:46 AM

Restlin says he has a bunch of spells ready and is at 50 percent capacity so he feels they can press on.

Wyaar asks if that means they should press on. He is fine going with what the spell slingers want.

Zane just says “whichever.”

Garret says he’s glad Restlin is ready and then asks how they are set on healing capacity.

Sesha tells Garret they do in the form of stronger spells and magic items. She points out she doesn’t has much that affects the golems and asks Restlin if he wants to share some of his spells. She eventually comes to the conclusion that rest if available is worth having.

Tink says she held back last combat to have spells left but she’s worried about their daily spells. She decides that the more she thinks about the more she wants to have an 8 hour rest.

Beri shakes his head and says he has plenty of spells but do they want to take the chance of not resting with the Fate of the Wold on their hands.

Bosk agrees with Beri that they should rest if the fate of the Wold is in their hands.

The Dragons rest, taking similar precautions to earlier (Please list buffs and stuff you cast after rest in your post so we can track).

Fully recharged and ready for (hopefully) anything, the Dragons head into the passage, It’s about 300 feet long. At the end it opens up into a wide open area that forms a perfect circle. Unlike the narrow, dark passage the area is full of sun, a stark contrast to the grey stone that makes up the area. It’s about 100 feet wide, and at the center rests a 50 foot double ritual circle formed of standing stones, each draped with those same ropes and chimes that sing in the wind, dark marble pathways connecting them all. 8 stones make up the outer edge, while 4 make up the smaller one. In the center of the circle stands a swirling vortex of energy (Knowledge: Arcana DC 27 Highlight to display spoiler: { It’s a Forcecage}).

There is one sign of life in the bleak area. Against the far wall sits a large mound topped with an overgrown building of some kind. It’s hard to tell from all the vines and grass covering it, but it probably provided living space for whoever cared for the shrine in the past, though it’s now long abandoned. It would be picturesque if not for the fact that all the plants are the familiar blood red of corrupted blood grass.

(Map!)

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+24=38 ; d20+42=58 ; d20+40=43 ; d20+50=59 ;
Monday April 16th, 2018 9:01:59 AM

As part of her morning prep Tink changes a few of her memorised spells around and casts/changes her Contingency spell.

When the party arrives at the chamber she does a quick look around.

"Force Cage in the middle" Tink relays over the link "See that red grass at the other end? That looks like the stuff that corrupted the creatures by the hooks. We should be careful around it. Perhaps some long range manipulation to poke around it? Mage hands and unseen servants?"

She casts an Unseen Servant spell and directs it to walk across the room towards the red grass and try to uncover whatever lies beneath.

Tink for her part blends into the shadows.

---------------------------------
Knowl Arcana vs DC27: 38 = Pass
Craft Clothing: 58

Standard Action: Cast Unseen Servant. Tink casts it 75ft away from her. It then has another 15ft it can move. It will take a straight path forwards across the two circles whilst avoiding the forcecage. Assuming it makes it that should get it right next to the red grass this turn. It will try and clear away the grass to see what is underneath as its standard action.

Move Action: Fly a short distance into the room, blending into the shadows (flying 2ft off the ground)

Perception: 43 + See Below
Stealth: 59 + Hide in Plain Sight (if applicable) + Mind Blank + Pass Without Trace

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

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


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


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


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  d20+35=55 ;
Monday April 16th, 2018 10:59:58 AM

"Oh yea, this is going to go smoothly," quips Restlin.

Ritual magic was not really his thing, but he gives the area a once over, trying to make sense of what this setup was.

Knowledge, Arcana: 55 - nat 20! What's all this setup for? Is it protecting something from us? Protecting us from something? What use could those stones have? Any markings mean anything to me?

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday April 16th, 2018 12:09:26 PM


Sesha recasts the majority of her spells the same as the day before. It's worked well for everyone, so why change it?


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

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

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

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

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

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)
Contingency (If Hp falls to 25% or less, automatically casts Shadow Walk. 24 days remaining. )
------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

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


Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday April 16th, 2018 12:26:42 PM


Sesha takes a closer look at the symbols on the stones. Do they match symbols on the chimes?

Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Monday April 16th, 2018 1:46:46 PM

Garret looks around the area and says, “Well, at least it’s sunny.” He isn’t sure what to do with the vortex of energy, but he knows that it won’t be good for the dragons…

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Monday April 16th, 2018 1:58:41 PM

Wyaar does his usual morning prayers and rituals, enchanting his bow and and such. And will GMW someone else if they need it.

At the sight of the shrine he moves up a few feet and Detects Evil outward towards the shrine, buildings and plantlife.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Monday April 16th, 2018 9:36:36 PM

Zane casts extended Mage Armor as they finish resting.

When they get to the "cavern shrine"

"You said there was a life sign over there somewhere and a force cage in the middle. As well as that there's more of the spreading grass stuff too?
What if this in the "home" of the first wind. And that life over there has imprisoned it in the cage to prevent it from preserving the Sargrass and thus the entire Wold by it's touch."


(Sorry for late post, got home from Convention, took 7 hours because of storm, had to wait for plow to make a hill's last 50 feet, so last 1 hour took almost 3 1/2. woke up but my brain is still fried from the weekend. On the good side, got in 7 great Pathfinder Society Games and got a Boon to play a Leshy. On the terrible side, got to be ready to run games on Wednesday and Saturday)

Beriothian -- AC:38/18/36 HP: 247/231 CMD = 23 
Monday April 16th, 2018 10:05:55 PM

Beriothian, being outdoors with open sky, proceeds with the others in his typical air elemental form. He maintains a height where he can still be reached should something crazy happen, but tries to stay high enough to keep line of sight and to make it harder for a splash attack to hit multiple people. He glances up at the hill.
If this is one of the items Maab has suspended, I would be hesitant to take on faith that whoever she asked to guard it has left or died of old age. With a little luck, she selected a guardian who can see our hearts and knows we are here to save the Wold and not out of greed.
The druid readies a reverse gravity spell in case another horde of the crystal golums show up

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 200 hp /172 (20 are temp) Spells  d10+10=18 ;
Tuesday April 17th, 2018 12:09:06 AM

ooc: Tink's post says I have the fire weave elements, but I switched to air

As the morning comes I make sure everyone is at full health before casting false life on myself (from my staff and granting 18 temporary hp) and restoring a charge to it. I then bow my head, praying to Gargul for his guidance and strength in our quest. I then cast grater magic weapon on my gear and prepare to head out.

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}

Bosk AC: 33/16/29 blinking DR10/magic, electric resist 10, resist fire 20 CMD: 34 200 hp /172 (20 are temp) Spells 
Tuesday April 17th, 2018 12:18:04 AM

ooc: I just realized I do not need GMW on my sword, so I will only put in on my armor spikes. I will also cast overland flight from a scroll on myself.

DM Mitch 
Tuesday April 17th, 2018 8:08:15 AM

Tink changes her spells around then proceeds to take a look around. She points out the forcecage in the middle and the red grass before summoning an unseen servant and blending in the shadows. The servant tries to dig a hole, but can’t penetrate the tough red grass that covers the mound to reach the soft earth bellow.

Restlin says a sarcastic quip then takes a look at the setup of the valley. It looks like the forcecage was setup to protect something as there are telltale signs of some sort of arcane trap being sprung. There seems to be some relation between the sigils on the chimes and the rocks.

Sesha renews her normal spells and then also examines the stones and the chimes. She concurs w/ Restlin that the symbols are related.

Garret looks over the area and says that it is at least sunny.

Wyaar refreshes his spells after they finish their rest. When they get to the valley h then detects evil. When he gets to the forcecage he can sense 2 distinctly strong evil auras inside of it.

Zane renews his extended mage armor then asks about the sign of life, the forcecage and the grass. He theorizes they could be in the “home” of the first wind and theorizes the life trapped the wind in the forcecage to prevent it from preserving the Sargrass and Wold w/ it’s touch.

Beri turns into an air elemental and thinks that if Maab selected the guardian it is doubtful that left or died of old age. He hopes it can see they are out to save the Wold.

Bosk makes sure everyone is at full health before casting false life on himself. He bows his head prays to Gargul for strength and guidance. He casts greater magic weapon.


Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Tuesday April 17th, 2018 10:21:25 AM

Garret looks back and forth to the various spellcasters as he flies around, nervously. He's not sure what's going to happen next, so he doesn't know how he should prepare...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Tuesday April 17th, 2018 3:18:17 PM

Wyaar puts an arror on his bow and gives a nod towards the force cage before speaking over the ring, "There is great evil trapped inside, be wary"

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Tuesday April 17th, 2018 3:21:00 PM

Wyaar also actgivites the holy bond on his bow for Holy, Axiomatic and Keen

- Holy Bond, 17 min

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Tuesday April 17th, 2018 4:16:57 PM

Over the ring I contact the others. It is decision time. We either let Tink scout ahead, or we can cast some defensive spells. I recommend letting her scout ahead and then begin casting, either after a certain number of rounds or after she has given us an update on what she sees.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Tuesday April 17th, 2018 4:43:33 PM

Zane replies over the rings, "Want Haste now, so she has it as well? or wait? If we wait it'll be first spell I cast."
He reaches into his quiver and withdraws one of rods that all look the same."Anyone else for a lesser extend?"

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+32=35 ; d20+8=27 ;
Tuesday April 17th, 2018 9:24:11 PM

I'll keep a reverse gravity spell readied and will cast it should I see a large group descend upon us.
As the druid keeps watch loos around for signs of an ambush or boobytraps. He also glances at the stones to see if he can determine the language/writing on them, but doesn't advance any closer at this time.

perception (look for trap)= 35
knowledge (linguistice) = 27

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

Active spells
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, whirlwind, earthquake
9 (3)- *Wail of the Banshee, elemental swarmx2, shapechange

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22 
Tuesday April 17th, 2018 11:26:48 PM

"Let's just assume we're about to throw down," responds Restlin to Zane. "Unless anyone sees a way to get what we need without disturbing that cage."

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday April 18th, 2018 12:55:35 AM

ooc: Tink will be scouting ahead in a few hours when I get home from work

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+40=57 ; d20+50=65 ; d20+24=27 ; d20+24=36 ; d20+17=32 ; d20+17=28 ; d20+18=29 ; d20+24=27 ; d20+17=32 ; d20+17=33 ; d20+17=26 ; d20+17=20 ; d20+17=24 ; d20+13=19 ; d20+9=28 ; d20+28=31 ; d20+28=39 ;
Wednesday April 18th, 2018 5:24:55 AM

Tink cautiously continues her circle around the room. The Unseen Servent keeps poking, prodding, and otherwise trying to move the red grass out of the way.

She is wary of some sort of creature - good or evil - appearing from somewhere.

Tink searches her brain for any sort of detail that may be tucked away that may give a clue to this structure, it's layout, and the symbols upon it.

---------------------------------
Standard Action: READY action to use Dimensional Step ability to teleport back next to Bosk should any creature - good, bad or anything in between - appear

Move Action: Keep stealthily flying a short distance whilst the blending into the shadows (flying 2ft off the ground)

Skill checks...
Knowl (Arcana): 27
Knowl (Dungeoneering): 36
Knowl (Engineering): 32
Knowl (Geography): 28
Knowl (History): 29
Knowl (Local): 27
Knowl (Nature): 32
Knowl (Nobility): 33
Knowl (Religion): 26
Knowl (The Planes): 20
Craft (Stone Masonry): 19 - Yep, have that as a skill
Linguistics: 39
Raw Int check: 28

Perception: 57 + See Below
Spellcraft check to ID any auras from Arcane Sight: 42 (32 + Take10)
Stealth: 71 + Hide in Plain Sight (if applicable) + Mind Blank + Pass Without Trace

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

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


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


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


DM Mitch 
Wednesday April 18th, 2018 7:02:52 AM

Garret nervously flies around looking at the spellcasters. He isn’t sure what is going to happen next nor how he should best prepare.

Wyaar knocks an arrow and then indicates there is evil in the forcecage after activating his holy bond.

Bosk indicates it is decision time where they either let Tink scout or start casting defensive spells. He prefers to let her scout then begin casting after a delay or an update.

Zane asks if haste is wanted now or if they want to wait. He says if they wait it will be the first spell he casts. He then asks if anyone else wants a lesser extend rod.

Beri says he’ll keep a reverse gravity spell ready and examines the writing more closely. Each stone has been covered in magic writing, clearly some complex spellwork, but each also has a single rune carved on it, very large. It seems fairly evident the runes are important and that nothing much is going to happen until the party interacts with the stones in some way.

Restlin states they should assume that they’re going to be in a fight soon.

Tink continues to cautiously circle the room. Her invisible servant prodes ineffectively at the red grass. Perhaps it if had some sort of digging tool it could make progress; then again the grass has proved incredibly resilient before.

The wind howls. The chimes chime. The lonesome, infected hit sits. Everything waits in stillness for something to occur.


Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Wednesday April 18th, 2018 12:35:32 PM

When Wyarr indicates that the cage has evil, Garret turns his focus there, ready to charge in...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Wednesday April 18th, 2018 4:13:42 PM

Wyaar waits, ready, while Tink and the unseen servant make sure there are not obvious traps laid out at least.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Wednesday April 18th, 2018 6:11:26 PM


If something unfortunate happens to Tinks servant, Sesha will summon one of her own.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+50=62 ;
Wednesday April 18th, 2018 7:51:55 PM

With nothing happening (so far) Tink gets a little bolder.

"I'm going to approach the pillar on the west, whilst having the servant try something else" she relays over the link

The servant will keep repeating it's actions until given a new direction, so Tink does just that

"Try and push the stone nearest you" she calls aloud and then blends back into the shadows. She moves closer to the stone on the left/west and looks at it more closely.

OOC: Added servant to the map

Free action: Call instructions to the servant
Move action: Resume stealth and move closer to the stone on the West. Stealth: 68
Standard/Ready action: Any creature appears then teleport back next to the hallway


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Wednesday April 18th, 2018 9:17:26 PM

Guys, I'm pretty sure interacting with these ruins are designed to be interacted with. I think this where we need to focus our forts, but I'd make sure you have any preemptive spells prepared before we start messing with them.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22 
Wednesday April 18th, 2018 9:28:03 PM

"Like a puzzle? Never a fan of puzzles, no sir." He secretly hopes Tink's servant triggers something violent, but keeps that to himself.

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Wednesday April 18th, 2018 10:15:06 PM

Zane casts Heroism on himself, getting ready to cast Haste on the group.....

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Thursday April 19th, 2018 1:05:39 AM

Unsure what to do, I cast magic circle against evil on myself. (If there is more time I will also cast resist energy acid, protection from fire, and huge from undead.)

DM Mitch 
Thursday April 19th, 2018 7:28:18 AM

Garret turns his attention to the cage upon hearing it contains evil.

Wyaar waits while Tink and her servant do their thing.

Sesha prepares to summon her own servant if something happens to Tink’s.

Tink indicates she’s going to approach the pillar towards the west while she orders the servant to push the stone nearest it.

Beri suggests interacting with the runes but preparing preemptive spells before touching them.

Restlin asks if this is like a puzzle and then says he isn’t a fan of puzzle.

Zane casts heroism on himself ready to haste the group.

Bosk ponders how to best use his resist and protection from energy spells. (OOC: We are okay w/ having multiple protections)

Upon Tink’s touch, the rune on the stone immediately starts glowing. The glow spreads along the small stone path that connects the nearby stone and those also start glowing. Her servant's touch causes no reaction.

(Map!)

Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Thursday April 19th, 2018 10:10:26 AM

When the runes light up, Garret moves up and to the left, entering the room and ready...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Thursday April 19th, 2018 11:36:21 AM

When the runes light up Wyaar too readies.. but when nothing big bad and uglier than Bosk leaps out of the forcecage he relaxes slightly. "Perhaps some summon creatures to press the pillars all at once?"

Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Thursday April 19th, 2018 5:12:53 PM

* Until we have more clues what's going on, don't look to me for any solution on this puzzle.....*

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Thursday April 19th, 2018 8:29:04 PM

"Nand gates."

Sesha takes a deep breath, and touches the symbol in front of her, in the southernmost area of the room.

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Thursday April 19th, 2018 9:05:18 PM

The druid thinks about how the stones light up.
This reminds me of a tavern game I once played. In that game, the goal was to turn over all the tokens from the black side to the white side, and every time you flip over a token it also flips over all tokens touching it. It's possible the ruins are based on that game... or the other way around. We'll likely know more after our next action.

If we think we need to hit them all at once, let me know and I can summon an elemental swarm to assist.


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22 
Thursday April 19th, 2018 10:17:27 PM

Restlin goes and touches the n with the tail.

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Friday April 20th, 2018 12:34:12 AM

As the others touch the stones I can protection from for on myself. I do not suppose anyone can read those rune? I never learned them, but I remember tales of others using them to magically secure things. In the stories heroes usually had it set up that if you activated a bad word there would be consequences, less mature casters required you to select the bad word.

Thinking to myself I still cannot believe that thirteen year old girl did not select RAFT as the secret word.

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Friday April 20th, 2018 12:38:07 AM

If you want us to all touch one, let me know. I can use my tattoos as well if we need more help. I can cast off my tattoos, one individual and one swarm. They are not much use in battle, but might help here.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Friday April 20th, 2018 5:04:51 AM

Tink doesn't want to go around touching more stones just yet. She sneaks back to the wall and waits to see what happens now with other stones being touched. Her unseen servant keeps up it's mindless - and seemingly useless - prodding of the northern stone.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Friday April 20th, 2018 11:45:20 AM

WYaar watches the affects of the others touching a stone here and there

Garret Goodbarrel [AC:42/36/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:17/17 CMD: 48 SR: 28] 
Friday April 20th, 2018 11:51:19 AM

Garret watches the other touching the runes and waits patiently...

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Friday April 20th, 2018 10:08:15 PM

Sorry Bosk, I tried to read them before... It seems fairly evident the runes are important and that nothing much is going to happen until we interacts with the stones, but as for the actual meaning I came up short. Maybe someone else has better skills in this area than me. I would suggest pressing one more ruin that overlaps with the previous lit up one and

[DM Hugh] Ghostly Gaurdians 
Friday April 20th, 2018 10:59:59 PM

WIP Post:
Garret moves up and to the left when the runes begin to light up.

Wyaar also readies when the runes light up but when nothing appears he suggests summoning enough creatures to press all the glyphs at once.

Zane says without more clues don’t look to him to figure out the puzzle.

Sesha takes a deep breath and then touches the symbol in front of her.

Beri says the runes remind him of a tavern game and then agrees with what Wyaar suggested offering the aid of an elemental swarm if needed.

Restlin touches the n with the tail.

Bosk casts protective spells on himself as the others touch stones. He asks if anyone knows how to read them and tells the others of his experiences and how runes have been used to magically secure things and were set up that if a bad word was used there would be consequences. He also offers to use his tattoos to trigger the runes.

Tink pulls back to wait and see what happens. Garret and Wyaar join in watching.

Beri apologizes to Bosk and says the runes most likely need to be interacted with.

As Restlin and Sesha touch two other stones they cause he nearby ones to light up, except for one already lit, which turns off, and the one between the stones they touched, which turns on, then off. A faint, tingly feeling fills the area.

Knowledge Arcana DC 35 Highlight to display spoiler: { either the activation of several stones is starting to make small amounts of magic bleed into the area, which would be incredibly sloppy, or a bunch of passive detection spells are scanning everything in the area, enough that you can actually feel the energy. }

Knowledge Arcana DC 37 Highlight to display spoiler: {Woah, It turns out the ritual stones were a double bluff solving the puzzle would see your souls stripped from your body }

Knowledge Arcana DC 40 Highlight to display spoiler: {Those were detection spells, it would appear someone doesn’t want the wrong people caught in the trap.}

Suddenly all of the stones go dark. A voice speaks, ”The mountains burn. The grass spreads. The time has come for the wind to be free. Defeat those who came before you with ill intent and claim your prize.”

The dome collapses revealing a both a smaller dome and 8 figures spread out. 2 of the figures turn into ghostly translucent red and white dragons and take to the air while the other 6 figures disappear into the stones. 6 of the stones become animated, moving on their own possessed by the figures.

A different voice speaks, “I am Master Oyonchol together with my brethren Masters Junyoshi, Rieza, Saramusa, Nomura and Tietsu and our sorcerer mercenaries Sakura and Yojimbo we set out to ensure the bloodgrass would be allowed to evolve. We cannot let you stop the bloodgrass.”

(OOC: Combat has begun)

Updated Map

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+24=44 ; d20+32=42 ; d20+32=41 ; d20+32=49 ; d20+32=40 ; d20+32=52 ; d20+32=33 ; d20+32=46 ; d20+32=38 ; d20+24=28 ; d20+24=28 ; d20+24=40 ; d20+24=36 ; d20+24=36 ; d20+24=30 ; d20+17=27 ; d20+17=22 ; d20+17=25 ; d20+17=18 ; d20+17=18 ; d20+17=33 ; d20+17=20 ; d20+17=34 ; d20+24=30 ; d20+24=25 ; d20+32=34 ; d20+32=41 ; d20+32=35 ; d20+32=42 ; d20+32=44 ; d20+32=50 ; d20+17=27 ; d20+17=29 ; d20+17=37 ; d20+17=35 ; d20+17=26 ; d20+17=20 ; d20+17=20 ; d20+17=20 ;
Saturday April 21st, 2018 12:33:40 AM

"Don't ... " Tink begins to call out over the link. Fortunately noone's soul is gone just yet.

She looks at the creatures to see what she can make of them to relay to the party

Knowl Arcana vs DC40: 44 = Pass

Arcane Sight on the figures to detect the power of their auras
Spellcraft check to id each aura: 42, 41, 49, 40, 52, 33, 46, 38

Knowl checks to ID the monster type (and possible strengths/weaknesses) of the figures:
Arcana: 28, 28, 40, 36, 36, 30, 30, 25
Religion: 27, 22, 25, 18, 18, 33, 20, 34

Knowl nobility to recognise the names: 27, 29, 37, 35, 26, 20, 20, 20

Spellcraft checks to id the spell or spell-like ability used to take on dragon form: 34, 41

Spellcraft checks to id the spell or spell-like ability used to hop into the stone: 35, 42, 44, 50

Tink's actions will follow based on the info


Zane (JCC) AC 39(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character 
Saturday April 21st, 2018 5:06:34 AM

Over the rings, *Gather up, we need to be somewhat close, but Haste incoming.....*
Zane will cast haste, extending it as well, when the largest number of the group is close enough.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d4+1=4 ;
Saturday April 21st, 2018 2:25:07 PM


"I'm not much use against the constructs, souls or not. I'll try my luck with the dragons."..

Sesha can see that look Tink gets when she's scrutinizing an enemy. That information would be useful, but Sesha has things she can do in the mean time.

Move: Moved.
Standard: Time Stop, 4 rounds.

Round 1: Cast Immortal Summons.
Round 2: Cast Barkskin, Quickened Shield of Faith, No move.
Round 3: Cast Resist Energy Cold, Quickened Resist Energy Fire. No move.
Round 4: Cast Stoneskin, Quickened Divine Favor. No move.


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

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

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

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

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

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)
Contingency (If Hp falls to 25% or less, automatically casts Shadow Walk. 24 days remaining. )
------------
Rituals in Effect, affects both Sesha and Restlin.
-------------

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


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+50=51 ; d20+40=47 ;
Saturday April 21st, 2018 10:27:59 PM

"Hmm.. best try and slow these guys down"

Before Sesha acts, Tink uses her Tricky Spells ability to cast a Silent Still Mage's Disjunction 10ft east of Sakura

The Unseen Servant is blown to smithereens.

---------------------------------
Other skill checks above

Standard Action: Cast Silent Still Mage's Disjunction in the square 10ft to the east of Sakura's bottom square. Range: 50ft = A-ok
At that square a 40ft radius burst catches Sakura, Yojimbo, JU, RI, as well as the stone that looks like a B, the one that looks like an O with a line through it, the one that looks like an X, the one that looks like a crown, the one that looks like a W, the red thing at the top of the map as well as the pink circle.
All spells and spell-like abilities in effect are unravelled and completely destroyed. No Save. No SR. Any items in their possession must make a Will Save vs DC28 or have their abilities supressed for 20mins. A Nat1 on this roll destroys the item.
20% chance of bringing down an anti-magic field.

Move Action: Stealthily fly near Sesha.
Perception: 47 + See Below
Stealth: 57 + Hide in Plain Sight (if applicable) + Mind Blank + Pass Without Trace

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

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


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


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


DM Mitch  d20+28=32 ; d20=14 ; d20=4 ; d20=19 ; d20=17 ; d20=3 ; d20=16 ; d20=1 ; d20=14 ; d20=6 ; d20=16 ; d20=3 ; d20=4 ; d20+14=18 ; d20=17 ; d20=19 ; d20=14 ; d20=2 ; d20=2 ; d20=20 ; d20+14=19 ; d20=4 ; d20+14=19 ; d20+14=15 ; d20=11 ; d20=4 ; d20=14 ; d20=4 ; d20=13 ; d20=16 ; d20=16 ; d20=3 ; d20=10 ; d20=8 ; d20=18 ; d20=5 ; d20=11 ; d20=2 ; d20=2 ; d20=7 ; d20=20 ; d20=18 ; d20=15 ; d20=9 ; d20=8 ; d20+16=25 ; d20+16=29 ; d20+16=17 ; d20+16=20 ; d20+16=17 ; d20+16=20 ; d100=25 ; d100=83 ; d100=69 ; d100=65 ; d100=39 ; d100=88 ; d100=36 ; d100=69 ; d20+16=32 ; d20+16=36 ; d20+16=17 ; d20+16=30 ; d20+16=18 ; d20+16=25 ; d20+16=30 ; d20+16=23 ; d20+16=31 ; d20+16=22 ; d20+16=18 ;
Sunday April 22nd, 2018 2:25:38 PM

Tink realizes the trap and starts to warn everyone, though she gets interupted.

Zane tells everyone to group up for haste.

Sesha Time stops and casts several buff spells.

Tink then casts Mage’s Disjunction. It obliterates her Unseen Servant, causes both of the dragons to revert to humanoid ghosts, disables a majority of the enemies magic items, and causes the stone circle to shudder, though the stones resist the spell.

It also engulfs the smaller Forcecage, causing it to vanish. A glowing, swirling green wind soars out of the cage and fills the ritual area, kicking up dust and dirt as it forms a cyclone that starts to shoot up and out through the hole in the ceiling! If the PC’s don’t stop it this round, it will escape.

(Tink, gain a hero point for using a spell neither DM expected in a powerful manner… even if it came with unexpected consequences.)


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil 
Sunday April 22nd, 2018 2:48:57 PM

Wyaar moves himself next to Garret and Zane for the haste.. and tires out his aura of justice too while calling on Maab to help him Smite the red dragon.

_____

On phone so can't change map, but move between Garret and Zane

. Free action fonaura of Justice. Uses 2 smite evils to give Bosk, Zane, Garret and Beri the ability to Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite. (See sheet)

Swift action to smite evil on red dragon

3/6 smites left

[DM Hugh] Record keeping post  d20+17=27 ; d20+14=31 ; d20+14=19 ; d20+14=23 ; d20+14=15 ; d20+14=16 ; d20+14=26 ; d20+14=28 ; d20+14=30 ;
Sunday April 22nd, 2018 3:18:13 PM

Record keeping post

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  d20+20=28
Sunday April 22nd, 2018 8:52:16 PM

Restlin whips out Shiny. He didn't want to use his arcane bond so early in the fight, but that wind was important. He resummons a force cage around the escaping wind.

***

Using arcane bond to cast forcecage, in whatever configuration originally held the wind in the first place.

Reflex DC is 28 if applicable.

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Sunday April 22nd, 2018 10:55:45 PM

As Restlin entraps the wind with his force cage I quickly cast shape stone and encase it in 16 cu/ft of stone. I have a couple more scrolls of shape stone. Once the battle is done I will reshpe the stone to have a spout we can use as a funnel to force the wind out of. I should be able to pour it into my portable hole or empty bag of holding as long as the opening of the stone and the container are the same size. as long as there is nothing sharp inside the wind should have a hard time escaping.

[DM Hugh] Record keeping post  d6+9=13 ; d6+9=10 ; d6+9=11 ; d6+9=13 ; d6+9=11 ; d6+9=13 ;
Sunday April 22nd, 2018 11:39:17 PM

record keeping post

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23 
Monday April 23rd, 2018 12:06:34 AM

Beriothian keeps an eye on the others to see if they are successful or not. Should it look like the wind is about to escape, he will use wall of stone to seal off the exit (or stone shape if more appropriate). Assuming that trapping the wind was successful and no further action was needed, the druid will summon an elder air elemental.

DM Mitch 
Monday April 23rd, 2018 7:34:58 AM

Wyaar moves near Garret and Zane and uses his aura to grant them the ability to smite.

Restlin casts force cage attempting to recapture the wind.

Bosk wraps 16 cubic feet of stone around the force cage that Restlin created giving it an extra protective layer.

Beri watches the other's efforts and, when he's sure they've succeeded, summons an elder air elemental.

(Perception DC 40 )Highlight to display spoiler: {You hear spoken words coming from the structure on the overgrown hill at the far end of the location. }

If you succeeded on the Perception and a Spellcraft DC 39 Highlight to display spoiler: {It is the verbal recitation for a maximized time stop}

A glowing red medium incorporeal creature emerges from the structure on the overgrown hill and flies about 10 feet forward, it then unleashes a terrible soul chilling scream. Everyone in the party (OOC the gold circle was the area of the spell) must make a DC 24 fort save or take 140 damage (Spellcraft DC 24 Highlight to display spoiler: {Wail of the banshee SLA})

The stone next to Restlin tramples the wizard (Restlin can either take an AOO and take 13 damage or attempt a DC 18 reflex save to only take 6 damage)

Another one of the stones also tramples the wizard (Restlin can either take an AOO and take 10 damage or attempt a DC 18 reflex save to only take 5 damage)

A third stone tramples the wizard as well (Restlin can either take an AOO and take 11 damage or attempt a DC 18 reflex save to only take 5 damage)

Sesha and Tink get trampled by another stone (OOC: it can only see Sesha but Tink is in movement path (Sesha and Tink can either take AOO’s against the stones and take 13 damage or they can attempt DC 18 reflex saves to only take 6 damage)

Sesha gets trampled by a 5th stone (Sesha can either take AOO’s against the stone and take 13 damage or she can attempt DC 18 reflex saves to only take 6 damage)

Wyaar gets trampled by the last stone (Wyaar can either take an AOO against the stone and take 11 damage or they can attempt DC 18 reflex saves to only take 5 damage)

The formerly dragon sorcerers seem incensed that you managed to capture the wind again. Yojimbo pounds the stone sphere with a Meteor Swarm and manages to make some holes; Sakura casts a disintegrate through a hole to destroy the force shield inside. The party can hear the wind howling about inside now; though it has yet to escape it soon will unless the holes are patched or some other form of containment is attempted.

The 2 sorcerer dragons also cast quickened spells. (Spellcraft: 16 Highlight to display spoiler: {Mage Armor}

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 14/22  d20+39=44 ; d20+31=46 ; d20+23=42 ; d20+20=35 ; d20+20=28 ; d20+20=26 ; d20=7 ;
Monday April 23rd, 2018 11:18:52 AM

Perception: 44
Spellcraft: 46
Fort save: 42 - Spellcraft autopass
Reflex saves: 35,28,26

***

Whooooooo boy. Restlin is unhappy. Not only did someone just take out his forcecage, but now these stupid rocks were trying to smush him.

He shrugs off the wail and dodges all the rocks without anything landing a hit because Restlin is awesome.

OOC: Ring of evasion. Zero damage.

Whoever was trying to hurt the Iron Dragons was going to be in a world of pain real soon, but right now that wind was more important.

Step one was getting away from these stones. He conjures himself back into the tunnel. Then, he pulls out one of his rods and seals the exit behind everyone.

***

Standard: Dimensional step over to Sesha (50 ft used). Spell-like ability that does not trigger AoO.
Move: Draw metamagic quicken rod.
Swift: Ice wall behind us.

AC is 23/14/20 and CMD is 27.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20=8 ;
Monday April 23rd, 2018 11:56:27 AM

~~~

Reflex save success

Was the smite evil on the Red dragon sorcerer successful? Would like to know before rolling

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:14/17 CMD: 49 SR: 28]  d20+23=39 ; d20+43=63 ; d20+47=58 ; 2d8+50=61 ; 2d8+50=57 ; d20+47=63 ; d20+43=62 ; d20+47=54 ; 2d8+50=60 ; 2d8+50=64 ; d20+43=49 ; d20+38=58 ; d20+38=46 ; 2d8+50=56 ; 2d8+50=60 ; d20+33=37 ; d20+33=47 ; 2d8+50=59 ; 2d8+50=59 ; d20+28=30 ; 2d8+50=59 ; d20+43=51 ; d20+43=50 ; 2d8+50=61 ; 2d8+50=60 ;
Monday April 23rd, 2018 12:15:42 PM

Garret stands and watches the chaos unfold around him. He shakes off the scream and immediately disappears, stepping forward to appear behind one of the sorcerers trying to destroy the box. He launches into his usual tiny blur, trying to quickly take out this enemy before it can completely free the wind again.

OOC:
Fort save, DC 24: 39 Passed!

Abundant step to behind Sakura, flying just off the ground. Attack with flurry, attempting smite evil. Using ki point for one extra attack (magical, lawful, cold iron, silver, adamantine to overcome DR; if Sakura is evil, auto-overcome DR with smite):

Attacks/Damage, assuming Sakura is evil and outsider or dragon sub-type: 63 (threat, confirm attempt: 58)/62 (if crit, +58), 62 (another threat, confirm attempt: 54)/60 (if crit, +65), 58/57, 46/60, 37/60, 47/60, 30/60, 51/62 50/61 (Total damage, if Sakura has AC less than 30: 665. Whoa.)

Attacks/Damage, if Sakura is evil and NOT outsider or dragon: 63 (threat, confirm attempt: 58)/45 (if crit, +41), 62 (another threat, confirm attempt: 54)/43 (if crit, +48), 58/40, 46/43, 37/43, 47/43, 30/43, 51/45 50/44 (Total damage, if Sakura has AC less than 30: 478.)

Attacks/Damage, if Sakura is NOT evil: 56 (threat, confirm attempt: 51)/45 (if crit, +41), 55 (another threat, confirm attempt: 47)/43 (if crit, +48), 51/40, 39/43, 30/43, 40/43, 23/43, 44/45 43/44 (Total damage, if Sakura has AC less than 23: 478.)

If Sakura is evil, AC vs Sakura is 50/44/42

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 1/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+21=32 ; d20+11=14 ; d20+30=45 ; d20+30=34 ; d20+25=38 ; d20+20=37 ; d20+25=30 ; 2d8+50=58 ; 2d8+35=44 ; 2d8+35=47 ; d8+35=37 ; 2d8+35=46 ; 2d6=4 ; 2d6=8 ; 2d6=6 ; 2d6=4 ; 2d6=9 ;
Monday April 23rd, 2018 2:51:05 PM

Zane makes the save against whatever the effect was.
He declares the White Incorporeal Dragon as the target for Smite and with Haste he uses a hero point to move up to just within range.
With haste He then unleashes a series of attacks against it.

All Attacks, Magic/Ghost touch

Melee 1 AC 45 Damage 61(the +50 should be +53) + Holy 4
Melee 2 AC 38 Damage 44 + Holy 8
Melee 3 AC 37 Damage 47 + Holy 6
Horn Gore AC 30 Damage 37 + Holy 4
Haste AC 34 Damage 46 + Holy 9

* If nothing else, I bet I have attention now.* Zane quips over the ring.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20+35=44 ; d20+35=46 ; d20+35=43 ; d20+30=44 ; d20+25=32 ; d20+20=23 ; d8+50=54 ; d8+50=58 ; d6=2 ; d6=3 ; 2d6=8 ; 2d6=10 ; 2d6=9 ; 2d6=6 ; d6=3 ; d6=2 ; d8+35=40 ; d8+35=40 ; d8+35=43 ; d8+35=37 ; d6=1 ; d6=4 ; d6=2 ; d6=4 ; d6=4 ; d6=2 ; d6=4 ; d6=3 ; 2d6=7 ; 2d6=7 ; 2d6=4 ; 2d6=7 ; 2d6=7 ; 2d6=12 ; 2d6=2 ; 2d6=2 ;
Monday April 23rd, 2018 3:30:50 PM


The red dragon sorcerer in his sights Wyaar sends a volley of smiting arrows towards the creature.

~~~~~~

Full attack to undead evil red dragon thing with all manyshot, deadly aim, rapid shot, haste + smite

Attack 1: Hit AC 44, 118 piercing damage, 5 cold, 5 electric, 18 axiomatic, 15 holy
Attack 2: Hit AC 46, 40 piercing, 1 cold, 4 elettric, 7 axiomatic, 7 holy
Attack 3: Hit AC 43, 40 piercing, 4 cold, 2 electric, 7 actiomatic, 12 holy
Attack 4: Miss AC 23
Rapid Shot: Hit AC 43, 43 piercing, 2 cold, 4 electric, 4 axiomatic, 2 holy
Haste Attack: Hit AC 44, 37 piercing, 4 cold, 3 electric, 7 axiomatic, 2 holy

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20=11 ; d20=5 ; d20=7 ; d20+14=24 ; 8d6=19 ;
Monday April 23rd, 2018 5:17:29 PM


Sesha resists the spell, and avoids most of the trouble from the rocks. Her stoneskin spell chips a little, but she takes no real damage.

She figured she might as well try to go for the quick finish. She targets Yojimbo with her magic, Control Undead. She can control up to 40HD, so hopefully he falls within that requirement. He needs to succeed on a Will Save, DC 27 to resist.

Her Witchfire, also incorporeal undead, hones in on Sakura, charging her and hitting with her flaming touch. 19 damage and Will Save DC 22 or be affected by Witchflame.



Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+22=30 ; d20+32=42 ; d20+25=30 ; d20+25=28 ; 2d8+9=17 ; 2d8+9=17 ;
Monday April 23rd, 2018 9:37:04 PM

The druid looks on in dismay as the wind is freed. Summoning more creatures will have to wait, there are more pressing matters to take care of first. Beriothian casts stone shape and blocks the ceiling, preventing the wind from escaping via that route.

fort save (WoB)= 30=PASS
Perception = 42

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Earth Elemental 1, HP = 184***
The elder Earth elemental spawns behind Yojimbo and immediately slams his mighty fists into him.

Slam 1 =30
Damage 1 = 17

Slam 2 =28
Damage 2 = 17

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

Active spells
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, whirlwind, earthquake
9 (3)- *Wail of the Banshee, elemental swarmx2, shapechange

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

[DM Hugh] Record keeping post  d4=4 ; d4=4 ; 2d6=6 ; 2d6=8 ; d20+17=28 ; d20+17=37 ; d4=3 ; d6+9=12 ; d20+17=27 ; d4=3 ; d20+17=33 ; d20+17=31 ; d4=1 ; d4=3 ;
Monday April 23rd, 2018 11:29:37 PM

Record keeping post

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells  d20+20=24 ; d20+23=43 ; d20+23=42 ; d20+23=42 ; d20+23=33 ; 2d8+5=9 ; 2d8+5=15 ; 2d8+5=10 ; 2d8+5=11 ; 4d6=18 ; 4d6=14 ;
Tuesday April 24th, 2018 12:15:53 AM

ooc: Can you put a key on the map showing which enemies are where? I am confused.

The banshee's wails pierce my ears, but other than the irritating noise reminiscent of fingernails on a chalkboard, I find myself unaffected. Immediately I (charge if possible) towards the white incorporeal form and place myself so that I am flanking him with Zane and unleash my attack.

Actions:
Fort save = 24 = pass
Charge/move to white incorporeal (if possible, if not red) and place myself in a flanking position
Hit AC 43 (Nat 20) Confirm Crit = 42 for 24dmg + 18 sneak = 42dmg
Smite atk hit AT 42 (nat 19 confirm crit = 33) for 10dmg (+11 if crit) + 14 sneak = 24dmg (35 if crit)

Also, if the enemy breaks through our barriers and the wind is about to escape I will use a hero point to cast shape stone and reseal it.

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Tuesday April 24th, 2018 12:20:28 AM

Forgot to mention that my weapons are +4 magically enhanced before the other spells incase the enemy has DR.

DM Mitch  d4=2 ; d20+16=33 ; 15d6=40 ; d20=16 ; d20=6 ;
Tuesday April 24th, 2018 5:57:20 AM

Restlin is not happy with the recent turn of events and he not only shrugs off the wail but he manages to avoid the trampling of the animated rocks. He dimensional steps over to Sesha, pulls out a quicken rod and summons an ice wall behind the party.

Garret makes an abundant step to show up behind the white dragon blooded sorceress ghost Sakura. He then flurries a smite evil using a ki point to get an extra attack and proceeds to destroy her even with her ghostly nature reducing the halfling’s damage by half. (OOC: ghosts take half damage from non-ghost touch weapons this is not DR)

Zane attacks the red dragon sorcerer using his smite ability and proceeds to destroy it.

Wyaar has no dragon blooded sorcerer ghosts to target. (OOC: You can re-reroll for the phantom or the animated stones subtracting smite damage and we will retroactively apply it)

Sesha goes to cast control undead but alas all the targets presented are either outsiders or constructs. (OOC: you can cast a new spell and we will retroactively apply it) Her witchfire goes to attack the incorporeal red shouting creature but the incorporeal creature is very nimble.

Beri holds off on summoning more creatures and instead seals the ceiling with stone shape. The area the party is in immediately darkens (OOC: your arena is now an area of darkness what this means is anyone without darkvision is blinded; this means no precision damage, must make a DC 10 acrobatics check to move faster than ½ speed or fall prone, can’t run or charge, 50% miss chance and you must pinpoint a target square before attacking, lose dex to AC and take a -2 penalty to AC, -4 penalty to perception and most str and dex based skills, automatically fail checks relying on vision, you can make a perception check as a free action to hear an unseen assailant to get the general area but if you beat the check by 20 or more you know its square, you can grope about to find assailants as a standard action, 50% miss chance but if a creature is there you have pinpointed it. If you are struck by a foe with a 5 foot reach you have pinpointed that creature until you move ) Beri’s earth elemental attacks the incorporeal red thing but it too misses with its attack.

Bosk charges forward to flank with Zane, but the enemy he targeted has died. A ghost monk is within his reach and faces his wrath instead,

The wind whips around the area having freed itself from the broken cage. (OOC: The environment is now under the effects of heavy wind. Ranged attacks are impossible, large creatures or smaller are unable to move forward unless succeeding on a DC 10 str check if on the ground or a DC 20 fly check if aloft, medium creatures and below on the ground are knocked prone and roll 40 feet taking 16 points of nonlethal damage unless a DC 15 str check is made, flying creatures of medium size or below are blown back 60 feet taking 8 nonlethal damages from the buffeting and fly checks are at a -12 penalty)

The red incorporeal creature retreats back to the shelter of the overgrown structure. (OOC: witchfire + earth elementals get AOOs)

One of the animated stones moves towards Zane and a ghostly monk emerges from the stone attempting to strike the dragon disciple with its touch but Zane is too nimble.

Another stone follows suit and a second ghostly monk emerges. This second monk is successful at touching Zane and Zane takes 3 Con drain.

A third stone tramples Wyaar (Wyaar can either take an AOO and take 12 damage or attempt a DC 18 reflex save to only take 6 damage)

A fourth ghost pops out of the stone adjacent to Wyaar touches the Paladin for 3 Con drain before reciding back into the cover of the animated stone.

The stones by Tink, Restlin and Sesha move a little and 2 more ghosts pop out one trying to touch Restlin and the other trying to touch Sesha. Both ghosts manage to touch our heroes and Restlin takes 1 point of Con drain while Sesha takes 3 points of Con drain.

A deep rumbling sound fills the area, as if something massive was moving. Bosk and Zane are so close that they can feel the ground shake. It’s hard to tell in the darkness but… did that hill just STAND UP?!?

A voice yells out in the darkness. ”FOOLS! You have done my work for me! Now die so that the bloodgrass may thrive and the Wold be reborn!”

A line of fire that almost looks like a snake extends out of the overgrown pavilion, shooting down the hill (Yes, it is standing!) and burning Bosk and Zane before twisting around to rush at Garret. All 3 of you take 40 damage, reflex save DC 27 for half.

There’s a loud twang, almost as if someone is firing ballistas at you, followed by a tinkling sound as the shots are caught in the wind and fall to the ground. Suddenly Bosk and Zane are swarmed with tiny shardlings and some strangling vine creature (8 of each on each PC).

The grass on the moving hill comes alive. It reaches out and tries to seize the two nearby taurs, all the while the small swarming creatures tangle them up and make it even harder to avoid the reaching tendrils (It beat both of your CMDs, but I don’t know if either of you have Freedom of Movement).


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+23=37 ; d20+26=42 ; d20+35=40 ; d20+35=51 ; d20+50=59 ; d4+1=3 ; 3d6+1=15 ; d4+1=5 ; 5d8=22 ; 5d8=18 ; 6d6=18 ; 6d6=24 ; 6d6=19 ; 6d6=22 ; 6d6=20 ; 6d6=25 ; 10d6=39 ; 10d6=33 ; d20+17=36 ; d20+8=21 ; d20+8=19 ; d20+5=21 ; d20+5=18 ; d20+5=8 ; d20+5=19 ; d20+5=7 ;
Tuesday April 24th, 2018 8:18:16 AM

Things just got real. Tink dodges past the rock and begins casting a few spells.

2 Astral Deva's appear as do a few Bralani. 2 are instantly hit by the wind and get pushed towards the wall.

They all can see clearly in the dark and unload some spells.

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

Fort Save vs DC24: 37 = Pass
Ref Save vs DC18: 42 = Pass. Ring of Evasion = no damage.


If Tink is allowed her previous action:
Swift action - Defensively Cast Spectral Hand (40 = Pass).
Standard action - Defensively Cast Stone Shape (51 = Pass) on AE to turn it into an archway (ie: carve out the middle of it). No Saving Throw. No SR. A hole of up to 30cu.ft. If there's already no ghost in AE then the one with Ti.

Tink's actions this turn
Free action - Tink being attacked activates her Empowered Symbol of Weakness on her shield. Fort Save vs DC24 or take 3d6*1.5 = 21 Str Damage within 60ft
Move action - Freedom of Movement negates anything that usually impedes movement. Fly check if needed: 36. Acrobatics to move through/over AE and avoid AoO from Ju. Going to use Moment of Prescience for a +17 bonus. Acrobatics check: 60 - 10 for more than half speed = 50 vs AE CMD + 5, and Ju CMD
Standard action - Cast Time Stop (3 rnds)
... Bonus Rnd 1 - Cast Summon Monster IX (Astral Deva 1)
... Bonus Rnd 2 - Cast Summon Monster IX (Astral Deva 2)
... Bonus Rnd 3 - Cast Summon Monster VIII (5 x Bralani Azatas). BR3 summoned in formation but blows backwards to the east, as does BR5.
Free action - Command Summons to Attack

AD1: Holy Smite to affect Ti and Sa. 22pts (39pts if outsider) damage + Blinded. Will Save vs DC20 for half and no blindness.
AD2: Holy Smite to affect Ti and Sa. 18pts (33pts if outsider) damage + Blinded. Will Save vs DC20 for half and no blindness.

BR1: Lighting Bolt Ju and chinese character. 18pts damage. Ref Save vs DC15 for half.
BR2: READY action: Lighting Bolt TI when it emerges. 24pts damage. Ref Save vs DC15 for half.
BR3: Lighting Bolt Oyo. 19pts damage. Ref Save vs DC15 for half.
BR4: Lighting Bolt Oyo. 22pts damage. Ref Save vs DC15 for half.
BR5: READY action: Lighting Bolt Sa when it emerges. 20pts damage. Ref Save vs DC15 for half.

Tink, Wyarr, BR1 2 4, and the ADs all benefit from the ADs Protective Auras...
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws, a magic circle against evil effect and a lesser globe of invulnerability.

All BRs, ADs and Tink have Darkvision.

ADs - AC33. Lesser Globe of Inv + Prot from Evil
BR1 2 4 - AC24. Lesser Globe of Inv + Prot from Evil
BR3 5 - AC24. Lesser Globe of Inv + Prot from Evil
Tink - AC42. Lesser Globe of Inv + Prot from Evil

AD1, AD2, BR1, BR2, BR4 - Standing. Str checks: 21, 19, 21, 18, 19
BR3 - prone. 16pts non-lethal. Str check: 8
BR5 - prone. 16pts non-lethal. Str check: 7

Bosk AC: 33/16/29 blur, blinking, DR10/magic, CMD: 34 200 hp /172 (18 are temp) Spells 
Tuesday April 24th, 2018 12:10:42 PM

ooc: between blink and blur and protection from fire the spell will cause Bosk little dmg.

I do not think I have freedom of movement at this time, but I am blinking between the shadow realm and the material plane, so I assume it cannot grapple me.

I also have an ability that will allow me to ignore difficult terrain when moving.

As for the creatures, I have magic circle against evil cast on my self. Does this have any effect in the enemies attacking and grappling me?

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:14/17 CMD: 49 SR: 28]  d20+23=33 ;
Tuesday April 24th, 2018 12:29:21 PM

Garret blinks when the lights go out. He sees the flame coming at him and ducks under it. Then he calls out over the links, "Hey, who turned the lights out? I can't see a thing!"

OOC:
Reflex save, DC 27: 33, Pass!

I don't know if Garret is in range of anything.

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 2/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20=12 ; d20=16 ;
Tuesday April 24th, 2018 4:00:32 PM

Wyaar cast Death Ward on himself

Bosk AC: 39/17/35 blur, blinking, DR10/magic, CMD: 35 197 hp /169 (18 are temp) Spells  d20+20=38 ; d20+16=29 ; d100=43 ; d100=77 ;
Tuesday April 24th, 2018 4:46:45 PM

ooc: More to come. Updating my header. I realized my AC was never updated with my armor upgrade and I was giving myself 3 too many hp. Hp was reduced.

The fire scorches the air around me. I am able to dodge the worst of it, and before I can be baked by the remaining heat I blink into the cool of the shadow realm.

Reflex save= 29, success. 1/2 dmg.
Miss % from blur = 43, no effect.
Miss chance from Blink = 77, blink is successful. No dmg taken

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+20=33 ; d20+16=22 ;
Tuesday April 24th, 2018 5:33:46 PM

Zane twists completely out of the fire blast, avoiding any damage at all. (evasion)
With his Water element vest, he also has freedom of movement, he shakes the shardlings off and takes to the air..... (fly check 22)
Hit points adjusted for Con damage.

Zane casts displacement on himself, extending it as well.

"That trick they are doing with the stones is gonna be trouble...." Over the rings....

Haste* 15 rounds, Heroism, Mage Armor*, Displacement* (*= extended)

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Tuesday April 24th, 2018 6:39:54 PM


When the ghosts seem unaffected by control undead, Sesha is thoroughly confused. (Will retroactively cast Death Ward)Thanks to her darkvision, she can see just fine, but now there's other issues.

She was good and flabbergasted with this encounter already, and she was sick and tired of constructs. She casts blink, and gets a little distance in the air.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Tuesday April 24th, 2018 6:40:23 PM

Autopass concentration check to cast defensively.


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+25=29 ; d20+25=40 ; d8+9=12 ; d8+9=17 ; d20+25=28 ; 2d8+9=22 ; 2d8+9=17 ; 2d8+9=20 ;
Tuesday April 24th, 2018 10:07:17 PM

Seeing thigns start to get crazy, the druid activates his ring of blinking for a little extra protection.
I think another pair of arms are in order here
The druid channels one of his elemental swarm spells to spontaneously summon a storm giany.

***Elder Air Elementals***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Earth Elemental 1, HP = 184***
The elder Earth elemental strikes out at the retreating incorpreal (AOO), then slams the nearest enemy (...my elemental got lost, and I don't remember where Yojimbo... apologies if he's off a few squares, feel free to correct ).

Attack of Opportunity
Slam 2 =28
Damage 2 = 17

Slam 1 =29
Damage 1 = 20

Slam 2 =40
Damage 2 = 22

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

Active spells
Blink
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, earthquake
9 (3)- *Wail of the Banshee, elemental swarmx2, shapechange

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 150/150 (Spells) Luck Points: 15/22  d20+11=30 ; d20=1 ;
Tuesday April 24th, 2018 10:35:28 PM

Restlin's tougher than he looks, but not tough enough to go having his constitution drained.

He backs up 5' towards where Wyarr was, hopefully judging the distance correctly in the dark. (Fly check is 30, even with the penalty).

If all goes well, he starts casting Summon Monster V.

***

AC is 17/8/14 this round. CMD is 21. Eesh...



Bosk AC: 40/18/36 (+1 added for air mastery) blur, blinking, DR10/magic, CMD: 35 197 hp /169 (18 are temp) Spells  d20+21=24 ; d20+21=25 ; d20+21=37 ; d20+21=27 ; 2d8+10=18 ; 2d8+10=18 ; 2d8+10=21 ; 2d8+10=19 ; 4d6=13 ; 4d6=16 ; 4d6=14 ; 4d6=20 ; d20+25=26 ; d20+17=23 ; d6+6=11 ; 4d6=9 ; d20+26=33 ; d8+11=13 ; 4d6=12 ; d20+20=39 ; d20+20=34 ; 2d8+10=23 ; 2d8+10=22 ; 4d6=16 ; d20+12=16 ; d20+15=28 ; 2d8+10=16 ; 4d6=19 ; d20+5=17 ; d8+6=8 ; 4d6=11 ; d20+27=42 ; 2d8+10=19 ; 4d6=17 ; d20+27=28 ; d20+27=43 ; d20+27=34 ; d20+27=40 ; 2d8+10=16 ; 2d8+10=19 ; 2d8+10=19 ; 2d8+10=20 ; 4d6=12 ; 4d6=14 ; 4d6=15 ; 4d6=15 ; 2d6=7 ; d20+6=19 ;
Wednesday April 25th, 2018 12:56:23 AM

I feel the crystaline creatures crawling on my skin and in my fur, like a dozen tiny beetles. I quickly fly 5ft up towards the south east (1 5ft step 3 dimensionally up, south and east). As I blink between the physical and ethereal plane I feel those clinging to me drop away as gravity pulls them down and I slip from their grasp.

All around me I hears gasps as people's constitution fails them. You Fools! Do You Not Know By Now That All Life Hangs By A Thread? I AM THAT THREAD!!!! I look to see if I can reach the ghost monk Ri or No (I cannot tell if I can hit him or not. I have a special ability granting myself and all my an at will gear ghost touch.) If I can hit him I will try to take him out first and send him to meet Gargul. If not I focus all my attention on the Collossus.

Action
---------------------------------
Saves made in above post, no dmg taken.
Fly (Bosk is large sized. I by your description I don't think I need to make a check. If I am wrong, he has the agile feet ability that allow him to ignore difficult terrain and move freely through it. If the wind counts as difficult terrain Bosk will cast quickened air walk as a swift action. If not and Bosk is effected by the wind he will use a hero point to cast it as a free action. With that I should be able to treat it like I am walking on the ground. With that Strength check = 19)
5ft step 3 dimensionally up, south and east

AoO from last round from enemies initially approaching me. (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)
AoO 1 vs Ghost Monk RI with Bastard Sword hit AC 30 for 18 dmg + 13 sneak dmg = 31dmg
AoO 2 vs Crystaline Collassas with Bastard Sword hit AC 31 for 18 dmg + 16 sneak dmg = 34dmg
AoO 3 vs Crystaline Enemy 1 with Bastard Sword hit AC 43 for 21 dmg + 14 sneak dmg = 35dmg
AoO 4 vs Crystaline Enemy 2with Bastard Sword hit AC 33 for 19 dmg + 20 sneak dmg = 39dmg

Full Attack (tart with Ghost monk if within reach. Then move onto Colossus)
Main Hand Atk 1 Hit AC 26 (Nat 1, miss)
Off Hand Atk 1 Hit AC 23 for 11dmg + 9 sneak dmg = 20dmg
Nat Atk Horn Gore Hit AC 33 for 13dmg +12 sneak = 25dmg
Main Hand Atk 2 Hit AC 39 (confirm crit 34) for 23 dmg (55 if crit) + 16 sneak dmg = 39dmg (71 if crit)
Off Hand Atk 2 Hit AC 16 (miss)
Main Hand Atk 3 Hit AC 28 for 16 dmg + 19 sneak dmg = 35dmg
Off Hand Atk 3 Hit AC 17 for 8dmg + 11 sneak dmg = 19dmg
Extra Attak from Haste Hit AC 42 for 19 dmg + 17 sneak +7 bane from embryon's tear = 43dmg

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 28 (nat 1, miss)
AoO 2 with Bastard Sword hit AC 43 for 16 dmg + 12 sneak dmg = 28dmg
AoO 3 with Bastard Sword hit AC 34 for 19 dmg + 14 sneak dmg = 33dmg
AoO 4 with Bastard Sword hit AC 40 for 19 dmg + 5 sneak dmg = 24dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}

[DM Hugh] Record keeping post  d20-4=0 ; d20-4=13 ; d20+14=26 ; d20+14=16 ; d20+14=17 ; d20+14=22 ; d20+14=31 ; d20+24=37 ; d20+24=32 ; d20+19=24 ; d20+19=31 ; d20+14=17 ; d20+14=15 ; d20+9=28 ; d20+24=25 ; d20+24=33 ; d20+19=39 ; d20+19=31 ; d20+14=25 ; d20+14=30 ; d20+9=26 ; d20+17=18 ; d20+17=19 ; d20+24=34 ; d20+24=33 ; d20+19=22 ; d20+19=32 ; d20+14=33 ; d20+14=23 ; d20+9=15 ; d20+17=20 ; 21d6=81 ;
Wednesday April 25th, 2018 2:57:44 AM

record keeping post

DM Mitch  d20+11=17 ; d20+11=21 ; d20+6=8 ; d20+6=24 ; d20+6=21 ; d20+6=16 ; d20+6=11 ; d20+27=33 ; d20=9 ;
Wednesday April 25th, 2018 8:36:08 AM

(OOC: First off the ghosts have the ability to possess the stones and turn them into animated objects. If the blue ghost monk is on top of the stone the stone is animated otherwise the ghost monk is outside the stones. Currently only the 2 monks by Wyaar are in the cover of the stones as the other monks had to move the stones to get in range to attack.)

Previously Tink turned the stone Ti was possessing into an archway. The animated stone is now an animated archway but that seems to have slowed it down. (OOC: ruling that the archway is more awkward to move than the stone so movement speed is reduced)

Tink dodges past the rocks and summons some Astral Devas and Bralanis after time stopping. The Devas proceed to cast holy smite dealing 11 points of damage and 9 points of damage to the animated stones Tietsu and Saramusa are possessing.
Tink’s first Bralani drops a lightning bolt going after Junyoshi and the chinese character stone Junyoshi dodges the bolt but the stone takes full damage. The rest of the Bralanis all either cast their own lightning bolts immediately or wait for the monks to emerge from the stones either way the bolts miss sadly as the ghost monk’s are very nimble and have improved evasion.

Garret blinks when the lights go out and unfortunately he isn’t in range of anything at the moment but he does manage to dodge the fire snake.

Wyaar casts death ward on himself.

Zane also avoids the fire snake shaking off the shardlings and casting extended displacement on himself as he takes to the air.

(OOC: regarding death ward, only the 2 sorcerers were visible targets at the time of your casting and they already were destroyed. The 6 monks were possessing the stones meaning the stones were constructs at the time and not susceptible to the control undead, if the ghost is outside the stone you can cast control undead; sorry for confusion)

Sesha had previously cast death ward and now casts blink and gets some air distance.

Beri summons a storm giant. His elemental’s AOO misses against the fleeing phantom.
(OOC: Yojimbo is destroyed but it can attack the collosus) Unfortunately the attacks against the collosus also miss.

Restlin backs up towards Wyaar and starts casting summon monster.

The stone Rietsu rode in on took 18 damage from Bosk’s AOO. The AOO against the colossus missed.
Bosk goes after Rieza after ridding himself of the things swarming him. Rieza gets destroyed by most of Bosk’s attack before following up against the collusus on the haste attack but that misses.

Nomura flurries at Zane with ghost touched shurikens before retreating into the stone all the shurikens miss their mark.

Tietsu and Saramusa attack Wyaar with their corrupting touches both miss and retreat back into their stones.

Oyonchol flurries at Sesha with ghost touched shurikens before retreating into the stone. All the shuriken miss Sesha too.

Junyoshi attacks Restlin with a touch before retreating into his stone. Restlin takes 81 damage and must make a DC 91 concentration check or lose his summon spell.

The sounds of the lich spellcasting echoes out before all of Tink’s summons simply vanish, sent back to whence they came. ”Your summoning will not help you fools! You fight alone here!”

The phantom that earlier darted out to use wail of the banshee re-emerges from the overgrown building and charges Zane. It is much bigger and no longer a ghost, but a rolling ball of ectoplasm. It tries to slam Zane, but fails, and emits a frightful presence (everyone in 30 yards make a DC 22 will save or be Shaken)

The packs of shardlings run off away from Bosk and Zane, vanishing into the dark (you get an AoO to kill a few as they go).

The collosus advances and more rounds of shots firing and being knocked down by the wind are heard. Unable to find Tink, the packs of enemies all cover Wyarr (Do you have freedom of movement or other abilities to prevent grappling? If not, you’re grappled.)

Updated Map


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153, DR 5/Evil  d20+16=30 ; d4+1=3 ;
Wednesday April 25th, 2018 10:46:53 AM

Wyaar draws his dagger and stabs out at one of the things crawling over him.

~~~~~
Grappled!

Move Action: Draw weapon
Standard: Attack a shardling. HIt AC 30 for 3 damage

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:14/17 CMD: 49 SR: 28] 
Wednesday April 25th, 2018 11:50:48 AM

In the flashes of casting spells and things, Garret gets a glimpse of the battlefield, but darkness soon quickly appears again. He drops the foot or so to the ground to keep his footing against the howling wind, puts his hand along the wall, and then quickly moves in the direction where he had seen Sesha.

OOC:
Moving along the wall counterclockwise.

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 2/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+21=37 ; d20+24=36 ; 2d8+23=31 ; d20+16=31 ; d20+28=42 ; d20+23=25 ; d20+18=31 ; d20+28=36 ; d20+23=28 ; 2d8+23=34 ; 2d8+23=39 ; 2d8+23=37 ; 2d8+23=36 ; d8+23=26 ; 2d6=5 ; 2d6=8 ; 2d6=5 ; 2d6=6 ; 2d6=3 ;
Wednesday April 25th, 2018 5:43:27 PM

Zane is unfazed by the presence effect and takes an AoO from it's charge to reach him. (Zane has reach)

AoO hits AC 36, Damage 31

Zane hovers without trouble (31 fly), as he does so, he unleashes a series of attacks at the Phantom.

Attack 1 AC 42 Damage 34 (+ 5 Holy)
Attack 2 AC 25 Damage 39 (+ 8 Holy)
Attack 3 AC 31 Damage 37 (+ 5 Holy)
Haste AC 36 Damage 36 (+ 6 Holy)
Horns AC 28 Damage 26 (+ 3 Holy)


Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+25=33 ; d20+25=42 ; d20+25=43 ; 2d8+9=18 ; 2d8+9=18 ; d3=3 ;
Wednesday April 25th, 2018 10:28:11 PM

Having finished his summons the druid and looks around. While the light show is spectacular, it's gotten a little too dark inside this room.
The druid decides to channel another spell to summon 3 elder fire elementals to light up the room with their flaming, bonfire-esque bodies.

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Earth Elemental 1, HP = 184***
The elder elemental lays into the phantom, moving on to No should it happen to fall

Slam 1 =33
Damage 1 = 18

Slam 2 =42
crit roll = 43
Damage 2 = 18
***

***Storm Giant***
The storm giant hears the giant collasas and casts chain lightning on it, extending the chain to hit the lich, SA, TI, and crystaline enemies 5,6,and 7.

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

***

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

Active spells
Blink
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, earthquake
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 69/150 (Spells) Luck Points: 15/22  d20=17 ;
Wednesday April 25th, 2018 11:22:03 PM

Holy moly. That hurt. One more hit like that & Restlin was a goner. He uses what's left of his dimensional step ability to get the heck out of dodge.

Still gripping his swift spell rod, he casts a quick greater invisibility spell.

***

Standard: Dimensional step away. Doesn't trigger an AoO. He's about 60' in the air.
Swift: Greater invisibility
Move: Get blown around by this stupid wind, I assume.

AC is 33/24/30 this round. CMD is 37, and Restlin has freedom of movement.

Bosk AC: 40/18/36 (+1 added for air mastery) blur, blinking, DR10/magic, CMD: 35 197 hp /169 (18 are temp) Spells  d20+6=25 ; d20+25=27 ; 2d8+10=23 ; 4d6=16 ; d20+17=22 ; d8+6=11 ; 4d6=10 ; d20+26=32 ; d8+11=16 ; 4d6=11 ; d20+20=22 ; 2d8+10=26 ; 4d6=16 ; d20+12=26 ; d8+6=12 ; 4d6=9 ; d8=7 ; d20+15=29 ; 2d8+10=24 ; 4d6=14 ; d20+5=6 ; d8+6=11 ; 4d6=19 ; d20+27=33 ; d20+27=45 ; d20+27=31 ; d20+27=38 ; d20+27=31 ; 2d8+10=19 ; 2d8+10=20 ; 2d8+10=17 ; 2d8+10=18 ; 2d8+10=21 ; 4d6=11 ; 4d6=9 ; 4d6=20 ; 4d6=15 ; 4d6=13 ; 2d6=7 ;
Wednesday April 25th, 2018 11:55:37 PM

d20+27=42 ; 2d8+10=19 ; 4d6=17 ; d20+27=28 ; d20+27=43 ; d20+27=34 ; d20+27=40 ; 2d8+10=16 ; 2d8+10=19 ; 2d8+10=19 ; 2d8+10=20 ; 4d6=12 ; 4d6=14 ; 4d6=15 ; 4d6=15 ; 2d6=7 ; d20+6=19 ;

That's one ghost monk down. Careful of the Colossus, it shrugged off a pretty solid hit (hit AC 42). This is going to be a fun one! There is a note of excitement in my voice as picture pummeling the creature back into ground. (seven attacks a round means a natural 20 about ever thee rounds :)

Everyone, remember to communicate. Let the group know if you need healing or assistance. As I say this I unleash another dozen blows as enemies move towards and away from me. I can feel my attacks getting sloppy, but hopefully the phantom is squishy and used to relying on his incorporeal nature to save him...unfortunately for him I am a dual citizen of the land of the living and the land of the dead.

Action
---------------------------------
Air walk treats it as if I am walking on the ground. With that Strength check = 25
Frightful Presence: Immune to fear

AoO from last round actions (rolls we done in previous post)Bosk has reach and can make AoO while flat footed
AoO 1 vs fleeing Crystaline Enemy 1 with Bastard Sword hit AC 28 (nat 1, miss)
AoO 2 vs fleeing Crystaline Enemy 2 with Bastard Sword hit AC 43 for 16 dmg + 12 sneak dmg = 28 dmg
AoO 3 vs Colossuss with Bastard Sword hit AC 34 for 19 dmg + 14 sneak dmg = 33 dmg
AoO 4 vs Lich (or if not in range Phantom) with Bastard Sword hit AC 40 for 19 dmg + 5 sneak dmg = 24 dmg

Full Attack (start with phantom Note that my weapons and armor have ghost touch)
Main Hand Atk 1 Hit AC 27 for 23 dmg + 16 sneak damage = 39 dmg
Off Hand Atk 1 Hit AC 22 for 11 dmg + 10 sneak dmg = 21 dmg
Nat Atk Horn Gore Hit AC 32 for 16 dmg +11 sneak = 27 dmg
Main Hand Atk 2 Hit AC 22 for 26 dmg + 16 sneak dmg = 40 dmg
Off Hand Atk 2 Hit AC 26 for 12 d mg + 9 sneak dmg = 21 dmg
Main Hand Atk 3 Hit AC 29 for 24 dmg + 14 sneak dmg = 38 dmg
Off Hand Atk 3 Hit AC 6 (Natural 1, miss)
Extra Attak from Haste Hit AC 33 for 19 dmg + 11 sneak +7 bane from embryon's tear = 37 dmg

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 45 for 20 dmg + 09 sneak dmg = 29 dmg
AoO 2 with Bastard Sword hit AC 31 for 17 dmg + 20 sneak dmg = 37 dmg
AoO 3 with Bastard Sword hit AC 38 for 18 dmg + 15 sneak dmg = 33 dmg
AoO 4 with Bastard Sword hit AC 31 for 21 dmg + 13 sneak dmg = 34 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Thursday April 26th, 2018 4:51:36 AM

"Well THAT didn't work out so well" Tink is thoroughly unhappy that her summons have gone so quickly. She had some grand plans for those divas too. Not only that but there's a huuuge 'thing' next to her. At least it hadn't seen her yet.

She teleports herself safely away to stand over near Garret (can someone please update the map for me?)

Standard: Use Dimensional Step ability to teleport next to Garret. Does not provoke an AoO

Swift: Cast Spectral Hand


DM Mitch  d100=81 ; d100=82 ; d100=38 ; d20+17=28 ; d20+17=19 ; d4=2 ; d4=1 ; d20+24=27 ; d20+24=33 ; d20+19=38 ; d20+19=38 ; d20+14=24 ; d20+14=17 ; d20+9=28 ; d20+24=39 ; d20+24=34 ; d20+19=39 ; d20+19=24 ; d20+14=26 ; d20+14=22 ; d20+9=26 ; 2d10+5=17 ; 2d10+5=17 ; 2d10+5=16 ; 2d10+5=16 ; 2d10+5=12 ; 2d10+5=14 ; d100=26 ; d100=43 ; d100=82 ; d100=8 ; d100=45 ; d100=59 ; d10+6=13 ;
Thursday April 26th, 2018 5:10:28 AM

Wyaar is grappled, he draws his daggers and hits one of the swarmers for 3 damage.

Garret moves along the wall counterclockwise towards where he remembered seeing Sesha.

Zane pounds away at the Phantom, destroying 3 mirror images and almost killing it.

Beri summons some fire elementals to help light up the room.

Restlin retreats and casts greater invisibility on himself.

Bosk unleashes a huge flurry of blows, most of which miss. The two blows that land are enough to finish off the heavily weakened Phantom.

Tink is really annoyed at her summons vanishing. She teleports away in a huff. (Updated!)

Beri’s fire elementals light up the area. This allows the party to get a full view of their enemies, including the former hill.

The creature looks like an small blood red mountain with short, thick legs. Dirt and dust covers it from when it was disguised as a hill, but it still glows with reflected the light off it’s polished hide. It has no clear front or back and grass writhes over every inch of it like a living carpet, searching for things to seize and throttle. On each leg juts a contraption, like a crossbow as big as a Taur, the source of the frequent clicking and twanging noises. Rather than single, large bolts it’s filled with jagged crystals and small pods with more writhing, tentacle-like grass.

Everyone within 30 yards of the golem (Tink, Beri, Bosk, Storm Giant) must make a DC 16 Fortitude save or be dazzled.

Even as you watch the crossbows fire, sending a cloud of shards and pods flying outwards. They’re immediately caught by the wind and thrown to the ground, where they stand and rush to the Storm Giant - though they are to small in size and number to grapple it. The writhing grass around each crossbow twists about, pulling more ammo from within the fold of the thing and quickly reloading the weapons to fire again.

The ghosts Oyo and Ju seem somewhat annoyed at their opponents fleeing and their shuriken doing nothing to Sesha. After a moment they burst out of the stones they had been possessing and fly after Sesha, taking refuge inside the wall behind her and touching her with their spectral hands doing 3 con drain to her.

The ghosts Ti and Sa take advantage of Wyarr being grappled and flurry him. Enough of their many attacks land to do 61 damage to him (already subtracted your dr/5 - don’t subtract again). However in doing so they make themselves vulnerable (they have partial cover instead of total cover this round)

No, realizing he’s in trouble with several powerful enemies nearby tries to trample Zane and flee. However the Tuar is so big that it merely slams into him, doing no real damage, and goes nowhere.

The enemies grappling Wyarr pin him down and start stabbing at him. This is… incredibly ineffective and does nothing due to his magical protection. More dangerous are the pods - they wrap their long, vineline limbs around him and throttling him for 8 damage (already subtracted DR).

The shardlings on the northeast side of the map are nowhere to be seen. With the light now shining on the area they should be visible, but they aren’t.

Now that there’s light the party can see the Lich’s refuge. The small building on the Colossus is still sitting there, but now that it’s mobile and active it’s evident that it’s a intentionally designed defensive fortification. It’s made of the same material as the golem, and the grass and vines growing on it are writhing just like everything else on it. There are 4 tiny arrow slits in it and no other openings.

The sound of his casting occurs again - 2 of the 3 Elder Fire Elementals vanish. The other remains though, spreading light through the area).

Updated Map


[DM Hugh] Record keeping post  d4+4=7 ; d2=1 ; d2=2 ; d2=1 ; d2=2 ; d2=1 ;
Thursday April 26th, 2018 9:15:20 AM

record keeping post

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+13=14 ; d12=2 ; d12=6 ; d12=8 ;
Thursday April 26th, 2018 9:48:06 AM

(Sorry late post. I'm out of the states and just realized what kind of differences there are timewise.)

Sesha's witchfire changes targets, picking on the relatively slow reflexes of the colossal creature, but is distracted by something in it's rocks. (nat 1)

Sesha casts True Seeing, so she can spot her injured lover. She flies (Oyu and Ju get Aoos if they can reach her in the air), to Restlin, and casts a quickened cure serious wounds spell. (Restlin heals 47hp)



Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (80/117 with con damage), DR 5/Evil  8d6=32 ; d20+18=31 ; d20+13=19 ; d20+8=25 ; d20+3=17 ; d20+19=34 ; d4+1=5 ; d4+1=3 ; d4+1=5 ; d4+1=5 ; d4+1=4 ;
Thursday April 26th, 2018 10:09:15 AM

Wyaar takes a hit and gets throttled and presses a hand to himself where it flashes bright blue for a moment before he starts stabbing away with that dagger.

~~~~~~~

Lay on Hands as swift action: 32 hp healed

Full attack at the stranglepods on him:

Attack 1: Hit AC 32, 5 damage
Attack 2: Hit AC 19, 3 damage
Attack 3: Hit AC 25, 5 damage
Attack 4: Hit AC 18, 5 damage
Haste Attack: Hit AC 34, 4 damage

Forgot about haste in all but the final roll

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+16=20 ; d20+28=47 ; d20+28=42 ; d20+23=39 ; d20+18=31 ; d20+28=41 ; d20+23=35 ; 2d8+23=36 ; 2d8+23=34 ; 2d8+23=34 ; 2d8+23=34 ; 2d8+23=36 ; d8+23=25 ; 2d6=3 ; 2d6=5 ; 2d6=6 ; 2d6=6 ; 2d6=6 ;
Thursday April 26th, 2018 2:49:05 PM

Zane continues to hover, and if the specter shows, he'll pummel it, if it doesn't, he'll pound the stone it's hiding in until he shows up and then continue pounding the specter.

Attack 1 AC 47 (confirm 42) Damage 36 (crit 34) (+ 3 Holy)
Attack 2 AC 23 Damage 34 (+ 5 Holy)
Attack 3 AC 31 Damage 34 (+ 6 Holy)
Haste AC 41 Damage 36 (+ 6 Holy)
Horns AC 35 Damage 25 (+ 6 Holy)

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 11/22  10d6=25 ; d20+17=33 ; d20+25=40 ; d20+19=23 ; d20+20=32 ;
Thursday April 26th, 2018 3:02:27 PM

"Thanks, love. I needed that."

Restlin moves quickly, throwing up a repulsion field around himself and Sesha. Then, using his swift rod, he knocks a glowing red ball over his shoulder towards Wyarr. He moves a bit to throw off any attackers.

***

Standard: Repulsion - 160ft radius. Will save DC 33. Spell penetration check is 40.
Swift: Selective fireball near Wyarr. I should be able to hit the lich, colossus, Sa, and all those things badgering Wyarr. 25 damage, reflex DC 23 for half. Spell resistance check if applicable is 32. Wyarr is not affected.
Move: Move

Note: Repulsion basically covers this entire chamber and prevents any creature from coming closer to me. It's gonna be tough for those two jerks on the left with their stupid rocks to move around if they fail their check.

Greater invisibility: 15 rounds

Edit: Forgot to update HP in header.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:11/17 CMD: 49 SR: 28]  d20+36=41 ; d20+36=43 ; d20+31=36 ; d20+31=33 ; d20+26=42 ; d20+26=32 ; d20+21=35 ; d20+36=38 ; d20+36=52 ; 2d8+17=29 ; 2d8+17=30 ; 2d8+17=29 ; 2d8+17=26 ; 2d8+17=28 ; 2d8+17=27 ; 2d8+17=26 ; 2d8+17=26 ; 2d8+17=32 ;
Thursday April 26th, 2018 7:09:53 PM

Garret looks around in the brief light and figures he's not going to be able to do a lot out in the open with all the ghosts and darkness. He spots the hut on top of the monster and decides to just go for what appears to be the creature in charge. He says over the rings, "Ok, I am going in!" He steps forward and disappears.

OOC:
Abundant step to inside the hut with the hairy lich. Is the lich hairy? Well, it's probably dark in there, too, but I figure the space is small enough that Garret can figure out which part is not Garret and which part is lich. Flurry!

Attacks/Dam (w/ki for one extra): 41/29 43/30 36/29 33/26 42/28 32/27 35/26 38/26 52/32

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 3/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+22=28 ; d20+17=22 ; d20+25=32 ; d20+25=29 ; 2d8+9=12 ; 2d8+9=12 ; d20+29=35 ; d20+24=30 ; d20+19=38 ; d20+19=36 ; 4d6+23=39 ; 4d6+23=36 ; 4d6+23=42 ;
Thursday April 26th, 2018 10:36:36 PM

Beri manages to summon three full fire elementals, only two see two of them immidiately snuffed out (was that a held action, since the elementals wouldn't spawn until the start of my turn? )
Hmm, looks like this is not going to be a good fight for a summoner...
The druid orders the fire elemental to keep out of view of the slits for the time being, he is more valuable giving light at the moment then risking his life.
Suddenly insipriation hits the druid... it's a long shot, but why not? He calls out to the wind in his best Auran.
If by any chance you are a sentient wind and can understand me, we are the good guys. We have been sent to free you and to seek your aid in saving the Wold from one of the greatest dangers it's ever known. We thank you for blowing the projectiles away, and if you could blow some of these monster stones into the COLOSSUS's leg weapons it would be greatly appreciated.

Realizing the summons are not the way to go, the druid casts transmute rock to mud on the ground under the COLOSSUS's feet.

***Elder Fire Elemental***
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +19, Will +7
Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

The fire elemental follows his commands, staying out of view of the one dismissing the other summons.

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 184***
The elder elemental continues it's attck on NO, hoping to be more effective in the light

Slam 1 =32
Damage 1 = 12

Slam 2 =29
crit roll = 43
Damage 2 = 12
***

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

The storm giant takes his sword and starts swinging ant the annoying red things crawling all over him

Sword attack 1 = 35
Sword damage 1 = 39

Sword attack 2 = 30
Sword damage 2 = 36

Sword attack 3 = 38
crit roll =36
Sword damage 3= 42

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

Active spells
Blink
Smite Evil before Wyaar's next turn. smite will last for 10 rounds and grants bonus as Wyaa/ smite.
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2, earthquake
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)
Beri Fort save = 28 -> PASS
Storm Giant Fort save = 22 -> PASS

[DM Hugh] Record keeping post  d20=5 ; d20+24=44 ; d4+24=26 ; d4+4=6 ; d100=9 ; d100=31 ; d100=2 ; d100=39 ; d100=99 ; d100=8 ; d100=68 ; d100=79 ; d100=64 ; d8=4 ; d20+20=25 ; d4=3 ; d20+17=32 ; d4=3 ; d20+17=33 ;
Friday April 27th, 2018 12:05:35 AM

record keeping post

Bosk AC: 40/18/36 (+1 added for air mastery) blur, blinking, DR10/magic, CMD: 35 187 hp /169 (18 are temp) Spells 
Friday April 27th, 2018 1:06:15 AM

That is one more down for Zane and I![/b[/i] I watch as the others begin taking down the lich's fortress and quickly assess the situation. Quickly I aim and cast Shatter on the west side of the Lich in order to give others a clear shot at him. (If that side is already open I will aim at the North side.)

Actions
------------------------
Cast shatter to destroy walls around lich.
Fly so that I am flanking the lich. (I moved Bosk on the map, he should be able to attack from the west side and is flanking through the corners with Garret.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

Highlight to display spoiler: {
[b]From Sesha

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+23=31 ; d20+20=38 ;
Friday April 27th, 2018 5:10:59 AM

Tink decides to try a little more debuffing. As soon as she sees the Lich through the arrow slit she send a Greater Dispel magic his way.

"I'm going to try and drop some more of his buffs off. How's everyone else doing? Do we have this?"

Fort Save vs DC16: 31 = Pass
Standard: Gtr Dispel Magic. Dispel Check: 38. DC = 11 + the spell's caster level. Dispels 5 spells, starting with the highest level spells and proceeding to lower level spells
Move: Ascend to 40ft high


DM Mitch  10d6=34 ; d20=4 ; d20=13 ; d20+50=70 ; d20+50=52 ; d20+14=26 ; d20+14=32 ; d20+14=21 ; d20+14=33 ; d20+14=22 ; d20+14=18 ; d20+14=24 ; d20+14=20 ; d20+14=30 ; d20+14=32 ; d20+14=15 ; d20+14=15 ; d20+14=29 ; d20+14=23 ; d20+14=33 ; d20+14=30 ; d20+14=21 ; d20+14=28 ; d20+14=33 ; d20+14=27 ; d20+14=30 ; d20+14=17 ; d20+14=32 ; d20+14=31 ; d20+14=25 ; d20+14=18 ; d20+14=33 ; d20+14=18 ; d20+14=21 ; d20+14=18 ; d3=2 ; d3=1 ; d20+14=26 ; d20+14=33 ; d20+46=63 ;
Friday April 27th, 2018 7:50:58 AM

Sesha casts true seeing and flies over to Restlin to give him much needed healing meanwhile her Witchfire changes targets to the colossus but misses.

Wyaar lays a hand on himself to heal a little before stabbing away at the masses of stranglepods on him. He kills one of the creatures swarming him but alas most of his attacks miss.

Zane hovers and readies an action to attack the spectre or the stone being possessed by it.

Restlin thanks Sesha for the healing, throws up a repulsion sphere protecting himself and Sesha before hurling a selective fireball towards Wyaar’s position. The fireball clears the stranglepods off of Wyaar, damages the stone Saramusa is taking cover in, hastes the golem and doesn’t hit the lich.

Garret tries to uses his abundant step to get inside the structure shielding the grass lich, but the structure is so small he won’t fit and he pops out right outside an arrow slit. Not about to let that stop him, he smashes into the crystal wall separating him from his foe. Only a few blows deal solid damage to it, but those quickly spread cracks through the structure, then cause a hole to collapse inward around the arrow slit, giving Garret clear view of the very surprised lich who doesn’t appear where he should be (displaced = 50% miss chance) and there appears to be 7 copies of him in the cramped space.

Beri attempts to reason with the wind before ordering his elemental to stay away from the line of sight of the Lich. He then casts Transmute Rock to Mud under the ground of the Colossus’s feet. The colossus sinks 10 feet. Beri’s air elemental attacks the stone sheltering Nomura for 12 total damage. (OOC: The stone has hardness) The giant kills 3 of the creatures swarming him.

Bosk gets on top (or is he hovering over it?) of the colossus and casts Shatter. The wall hiding the lich cracks and bows inward, but doesn’t quite break.

Tink flies up a bit and asks how everyone’s doing before trying to remove the liches buffs.

The wind does not respond to Beri’s attempt to talk to it. A quick mental review shows that none of it’s howling has been intentional words in any language that he can tell - if it does have intelligence it is a very simple one. Or it is very stubbornly ignoring you.

Nomura pops out of the stone to attack Zane but before he does Zane attacks and destroys the spirit.

The ghosts in the wall do not emerge. Perhaps they’re kept away by Restlin’s repulsion, or maybe they’re up to something.

The grass lich casts again using a scroll and this time magic hits Garret suppressing his ring of freedom of movement for 3 rounds.(Spellcraft 21 Highlight to display spoiler: {greater dispel magic}) Garret becomes grappled by the vines he is standing upon.

Wyaar is struck by Saramusa’s touch (drains 3 more con) and by Tietsu’s touch which comes with a flood of images (DC 22 will save or be stunned for 1 round). Wyaar sees the 6 monks and 2 sorcerer’s set out on their quest to secure the wind, get trapped die and become ghosts with unfinished business. Tietsu is imposing on Wyaar a curse which wants Wyaar to stop anyone (his party included) from capturing the wind. If Wyaar does not fulfil the charge of guarding the wind by 12 days Wyaar will take 1d4 con drain per day.
(Know[religion] DC 27 Highlight to display spoiler: {}the curse can be removed with remove curse, thus preventing Wyaar from having to face turning against the party or taking more con drain)
Both Tietsu and Saramusa recede into the cover of their stones after touching Wyaar.

The colossus’s tendrils also try to wrap themselves around Bosk now that he’s on it. If he’s actually flying at least 10 feet over the top or if he has freedom of movement he’s fine, otherwise he is grappled.

The click of the colossus’s crossbows sound again and more shardlings swarm over the Storm Giant. Even as big as it is, there are over 60 of the things all over him now. The Stranglepods form a great ring around it’s neck and begin to throttle - others tangle and impede his movements (giant is now grappled).

Something hits Sesha on the head. It tangles in her hair and thrashes about. Then another and another land on her… the shardlings are dropping on her from the roof. Their aim is pretty good to - only about a quarter of them miss their shot and fall to the floor, immediately detonating as the fall kills them. If Sesha has freedom of movement she’s fine, otherwise she is now grappled by the 24 or so shardlings and pods that now cover her head to toe.

Updated Map


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 11/22  d20=2 ;
Friday April 27th, 2018 11:01:53 AM

Confident that those stupid shardlings are no bother to Sesha, and hopeful that those two stupid ghosts were kept at bay, Restlin tries to help Bosk do what the dude was born to do: deal with uppity undead.

He swaps his swift rod for one of his maximize rods. A few gestures and muttered arcane phrases, and a giant gong appears in mid-air. He smacks it with the rod as hard as he's able, directing the resulting noise towards the walls protecting the lich.

***

Move: Swap swift rod for maximize rod
Standard: Maximized shatter on the walls surrounding the lich. 60 damage.

AC is 18/9/15 this round and CMD is 22.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+14=25 ; 8d6=25 ; d6=2 ; d4=1 ; d20+18=30 ; d100=84 ; 6d6+8=29 ;
Friday April 27th, 2018 11:57:31 AM


Reaction:Sesha is extra glad to be incorporeal and ethereal right now, as shardlings fall through her to the floor level.

Witchfire: Sesha's Witchfire hones in on one of the ghosts. She makes a charge against the closest. Also incorporeal, she has no trouble making contact. Hits AC 25 for 25 fire damage and her magical tear activates, for another 2 fire damage.. Target must pass a DC 24 will save or be lit up with faerie fire and gain fire vulnerability.

Sesha watches Restlins shatter spell with some appreciation for his flair and love of magic.

"...."

With a slap on the forehead, Sesha again casts Time Stop. The spell wont hold for long, but it will last long enough.

Round 1: Quickened Divine Favor. Draw Weapon, Read Scroll of Giant Form 2. Select form of Storm Giant. Sesha is now a huge creature with a 15 ft reach and occupied space. In form of giant, her gear does NOT meld. (autopass UMD)

Round 2: Activate Shillelagh tattoo. Hero Point cast Disrupting Weapon. Move within range to smack the crap out of the next ghost that pops up into her threatened space. Sesha is now out of Hero Points.

AoO: Hits AC 30 (even against ethereal creatures because of blink), Miss % success, for 29 damage. If it hits an undead with HD 20 or less, they need to save vs DC 24 or be destroyed instantly.


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

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

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

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

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

Spite (Hitting Sesha autocasts Bestow Curse, inflicting a 50% chance to do nothing each turn, otherwise act normally. Will Save DC 22. 24 hours remaining.)
3 Fold Aspect (Takes on a youthful and childlike appearance. +2 Str and Dex. 24 hours remaining.))
Moment of Prescience (+21 to a roll, ac, or opposed check, usable once. 24 hours remaining.)
Mind Blank (+8 bonus against mind affecting spells/effects, protection from info gathering spells and see invisibility. 24 hours remaining.)
Magic Vestment (Raises my +2 armor to +5. Lasts 24 hours)
Contingency (If Hp falls to 25% or less, automatically casts Shadow Walk. 24 days remaining. )
Blink: 18 rounds remaining. (Ethereal + invisible)
Giant Form 2: 19 minutes remaining.
Barkskin: 180 minutes remaining.
Shield of Faith: 19 minutes remaining.
Shillegah: 49 rounds remaining.
Divine Favor: 10 rounds remaining.
Resist Energy: Cold - 199 minutes remaining
Resist energy: Fire - 199 minutes remaining
------------
Gear Effects
------------

Ring of Counterspells: Dispel Magic
Ring of Counterspells: Dispel Magic
Hand of the Mage, Ring of Counterspells: Greater Dispel Magic

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

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


Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 249/232 Ki:11/17 CMD: 49 SR: 28]  d20+24=26 ;
Friday April 27th, 2018 12:10:24 PM

Garret wiggles and turns, attempting to escape from the vines and fly upward, above the lich.

OOC:
Escape artist to escape grapple: 26

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 3/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Beriothian -- AC:38/18/36 HP: 248/231 CMD = 23  d20+32=52 ; d20+25=34 ; d20+25=45 ; d20+25=45 ; 2d8+9=14 ; 2d8+9=17 ;
Friday April 27th, 2018 9:42:59 PM



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

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

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

attack 2 =39
Damage 2 = 38

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

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

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

attack 3 =23
Damage 3 =32

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 184***

The air elemental realizes his attacks aren't doing much, and flys up to the giant. Whereever a stranglepod is in view it is met by one of the elementals mighty blows.

Slam 1 =42 (1 for air born -34
Damage 1 = 14

Slam 2 =31 +1 for airborn = 45 (nat 20)
Crit Roll = 45
Damage 2 = 17
***

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

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

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

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+17=36 ; d20+24=26 ; d20+20=36 ; d20+40=53 ; d20+26=38 ; d20+50=60 ; d20+27=47 ; d20+17=19 ;
Saturday April 28th, 2018 4:07:06 AM

Tink checks to see if any of the Lich's magical auras have disappeared since she cast her Dispel. Hopefully she has disarmed him of further things.

She notices the attack on Wyarr and can immediately tell he in under the effect of a curse (Knowl Religion vs DC27: 36=Pass). Tink will attempt to remove the curse with a greater dispel magic.

--------------------------------
Knowl Religion vs DC27: 36 = Pass
Perception: 53 (Arcane Sight to know the location and power of all magical auras within your sight)

Knowl Arcana: 26 to identify any weaknesses of the shardlings
Knowl Engineering: 19 to identify any weaknesses of the colossus
Disable Device: 47 to identify a way to disable/sabotage the collossus

Sense Motive: 38 on the Lich. Is he playing with us? Savouring the moment? On the defensive?

Standard action: Cast Greater Dispel Magic on Wyarr to specifically target the curse. Dispel check: 36 vs the DC of the curse.
Move action: Fly away from the wall. Stealth: 66 + Tink's usual things
Swift action: Cast a still/silent Grease spell on Garret to grant him a +10 bonus on checks to avoid/escape grapples


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (80/117 with con damage), DR 5/Evil  d20=11 ;
Sunday April 29th, 2018 10:56:12 AM

Freed from the grapple Wyaar activates his boots of flying and flies 5' up, skirt around the colossal thing and forward to end up near Tink

-----

Standard action to activate boots

Move action: move as said. Can't edit map from phone if someone could please move me to a couple squares below Tink

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)268/268, Blindsense 60' Character  d20+30=50 ; d20+30=50 ; 2d8+23=29 ; 2d8+23=26 ; 2d6=9 ;
Sunday April 29th, 2018 2:54:31 PM

Zane flies/charges at the colossus creature, he provokes an AoO from it to get within his own reach so he can attack.

Attack on Charge AC 50 (Nat 20) Crit Confirm AC 50 (second Nat 20) Damage 29 (if Critable +26) + 9 holy



RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Sunday April 29th, 2018 8:45:28 PM

Tink looks about for those other ghost thingd. She's wary of them trying to surround the party

[DM Hugh] Record keeping post  d20+17=24 ; d4=3 ; d20+21=27 ; d20+21=38 ; 2d10+5=25 ; d20+21=38 ; 2d10+5=18 ;
Sunday April 29th, 2018 11:27:32 PM

Record keeping post

Bosk AC: 42/20/38 (+3 Air M/Prot Evil) blur, blinking, DR10/magic, CMD: 35 187 hp /169 (18 are temp) Spells  d20+25=40 ; 2d8+10=16 ; 4d6=9 ; d20+17=31 ; d8+6=7 ; 4d6=14 ; d20+26=43 ; d8+11=19 ; 4d6=16 ; d20+20=22 ; 2d8+10=19 ; 4d6=14 ; d20+12=18 ; d8+6=8 ; d6=3 ; d20+15=26 ; 2d8+10=22 ; 4d6=20 ; d20+5=15 ; d8+6=8 ; 4d6=17 ; d20+27=34 ; d20+27=36 ; d20+27=35 ; d20+27=31 ; d20+27=36 ; 2d8+10=18 ; 2d8+10=19 ; 2d8+10=20 ; 2d8+10=22 ; 2d8+10=17 ; 4d6+10=23 ; 4d6+10=24 ; 4d6+10=27 ; 4d6+10=16 ; 4d6+10=30 ; 2d6=5 ;
Sunday April 29th, 2018 11:29:21 PM

Great job guys! With the walls coming down I have a clear shot of the lich I quickly attack the lich, trying to land as many blows as possible.

Actions
-------------------------------------------------------
Taks a 5ft step towards the lich (I cannot see where it says he moved, but the map shows him having moved. I assume this is prepping for the next round. I believe a 5ft steps south and east will put me in range.) If for some reason I cannot reach the lich I will attack the crystaline giant.

AoO from lich casting from scroll (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO with Bastard Sword hit AC 36 for 19 dmg + 14 sneak dmg = 33 dmg
(I do not see the lich moving in the last post, but if he did move Bosk gets a second AoO. Please use the AoO from the below section for that. Also, do I get AoO as the collassas splits into giants and moves laterally? If so I have rolls at the bottom of my post.)

Full Attack (on Lich)
Main Hand Atk 1 Hit AC 40 for 16 dmg + 9 sneak dmg = 25 dmg
Off Hand Atk 1 Hit AC 31 for 7 dmg + 14 sneak dmg = 21 dmg
Nat Atk Horn Gore Hit AC 43 for 19 dmg +16 sneak = 35 dmg
Main Hand Atk 2 Hit AC 22 for 19 dmg + 14 sneak dmg = 33 dmg
Off Hand Atk 2 Hit AC 18 for 8 dmg +3 sneak = 11 dmg
Main Hand Atk 3 Hit AC 26 for 22 dmg + 20 sneak dmg = 42 dmg
Off Hand Atk 3 Hit AC 15 for 8 dmg + 17 sneak dmg = 25 dmg
Extra Attak from Haste Hit AC 34 for 18 dmg + 13 sneak +5 bane from embryon's tear = 36 dmg

Cast quickend light spell on the collapsed wall/rubble around the lich

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 35 for 20 dmg + 17 sneak dmg = 37 dmg
AoO 2 with Bastard Sword hit AC 31 for 22 dmg + 06 sneak dmg = 28 dmg
AoO 3 with Bastard Sword hit AC 36 for 17 dmg + 20 sneak dmg = 37 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}

DM Mitch  d20+18=37 ; d100=19 ; d100=8 ; d100=89 ; d100=62 ; d20=8 ; d20=1 ; d20=5 ; d100=4 ; 5d10+30=55 ; 15d6=50 ; d100=63 ; d100=42 ; d100=14 ; d100=44 ; d100=86 ; d6=2 ; d10=10 ; d10=4 ; d10=5 ;
Monday April 30th, 2018 7:09:43 AM

You notice that following Tink’s dispel The lich still has 6 copies of himself but he doesn’t appear to be in a different location anymore, he doesn’t appear to be moving as fast, and the lich’s skin is no longer stony looking. It would appear whatever the other 2 effects were they didn’t leave obvious indicators he was affected by the spells.

Restlin destroys another wall around the lich, leaving it exposed on two sides.

Sesha sends her witchfire after the ghosts and grows giant, prepared to attack any ghosts that zoom out to attack her.

Garett wiggles and struggles but doesn’t manage to escape from the grasping grass.

Beri’s summoned giant attacks the Colossus - unfortunately the fire elemental is so far away that the colossus is actually in darkness. Several of the giants attacks glance off the colossus when they might have otherwise been hits

Tink casts greater dispel magic attempting to remove the curse the ghost placed on him and successfully does so.

Wyarr activates his flying boots and flies up and away from the flanking ghosts.

Zane makes an epic charge and slashes heavily at the things leg.. Only for the blow to glance off due to the total darkness the thing is in.

Bosk lays into the lich destroying 3 images and hitting the lich once.
The lich is rather surprised as his protective walls suddenly collapse around him. Narrowing his eyes, he speaks again, his voice echoing in the sealed chamber. ”Well fought, but I have many more tricks up my sleeves!”

The Colossus suddenly glows like the sun, power building up inside of it. Within moments, barely enough time to react, it detonates. Razor sharp blades of crystal fly everywhere - everyone except for Tink, Sesha, and the Fire Elemental takes 55 piercing damage. Reflex save DC 36 halves it.

Two Crystalline Giants rise from the pieces directly under Garett and Bosk. They tear off pieces of themselves and drop them near the wall where they rise as shieldbearers.

The lich, who had gently fallen to the ground (giving Bosk and the Storm giant an AoO) runs over and takes cover behind the shieldbearer’s tower shields before casting another Firesnake. It weaves past and through the crystalline minions, which seems to energize them and make them move faster, before hitting Bosk and Garret for another 50 damage (reflex save DC 27 for half)

The 4 remaining ghosts all swarm Beri flanking him. Junyoshi uses the con drain ability (24 vs AC; 3 con drain), Onyonchol, Saramusa and Tietsu all use unarmed attacks against the druid.
Onyonchol misses, Saramusa attacks Beri with a scorpion style attack (38 vs AC; 25 damage and DC 27 Fort save or have speed reduced to 5 ft for 7 rounds) Tietsu uses Gorgon Fist (18 damage and DC 27 Fort save or be staggered until Tietsu’s next move if you failed vs Saramusa)


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Monday April 30th, 2018 7:47:12 AM

Tink is running really low on tricks. She still has a few up her sleeve though.

She uses her spectral hand to deliver a Greater Invisibility spell to Bosk.

"Get him Bosk!"

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 10/22  d20+24=39 ; d4+6=10 ; d20+32=51 ; d20+32=41 ; 4d6+3=17 ; 4d6+3=18 ;
Monday April 30th, 2018 9:44:01 AM

Restlin stares wide as the shards fly towards him. With no where to go, he curls himself in a ball as they pass. He opens one eye when he hears them woosh by & feels all over himself to assess the damage, only to find he's untouched! What luck!

Relfex save 39 w/ ring of evasion = 0 damage. Woot!

He decides he is just done with this darkness. Whipping his quicken rod back out, he summons a large number of lantern archons and asks them to start lighting the room up.

He then throws a copy of Shiny at the Tietsu, hoping to stave off Beri's impending demise.

***

Move: Swap maximize rod for quicken.

Swift: Summon monster VI - summon 10 lantern archons. Whoa, Carl. How'd you do that? The mendicant rules say I can add five to any roll. 1d4+1 is a roll.

Standard: Mage's sword on Tiesto. Hit AC 51, crit confirm 41. 17 damage, 35 if crit. As a force effect, mage's sword has no trouble hitting ethereal or incorporeal creatures.

The lantern archons spread out and cast continual flame on small stones or whatnot throughout the room. That SHOULD be enough to light the whole place up, but that's your call.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (75/101 with con damage), DR 5/Evil  d20+22=24 ; 7d6=23 ;
Monday April 30th, 2018 11:16:52 AM

Wyaar is not quite as lucky as Restlin with the sharp shards of crystal and looks the worse for wear, but a slap of his hand against himself heals up some of the cuts.

~~~~~~

Fail save, switch action lay on hands to heal 23

Other stuff to follow

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 222/232 Ki:9/17 CMD: 49 SR: 28]  d20+23=28 ; d20+23=32 ; d20+36=47 ; d20+36=44 ; d20+31=37 ; d20+31=42 ; d20+26=45 ; d20+26=33 ; d20+21=37 ; d20+36=51 ; d20+30=43 ; 2d8+17=24 ; 2d8+17=21 ; 2d8+17=33 ; 2d8+17=23 ; 2d8+17=30 ; 2d8+17=31 ; 2d8+17=25 ; 2d8+17=25 ;
Monday April 30th, 2018 12:38:50 PM

The shards slam through Garret as he tries to escape the grapple. When the lich decides to run, Garret decides he's not going to let the lich hang out and attack the Iron Dragons. He quickly disappears again and appears behind the lich again, launching another flurry of an attack.

OOC:
Reflex save against shards: 28, failed, evasion=half damage: 27
Is the firesnake a spell? Does it get through Garret's SR 28? Does it get a 20% miss chance?
Reflex save against firesnake: 32, passed, so doesn't matter, evasion=no damage.

Abundant step out of the grapple to behind the lich.
Flurry hit AC/Dam: 47/24 44/21 37/33 42/23 45 (threat, 43 to confirm)/30 (if crit +31) 33/31 37/25 51/25

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 4/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 169 hp /169 (18 are temp) Spells  d20+17=24 ; d20+17=19 ; d100=75 ; d100=70 ;
Monday April 30th, 2018 12:42:06 PM

(More to come. Traveling today and only had time to make/fail saves)

I do my bet to imitate Restlin's deft movements, but feel the shards piercing my sides and penetrating my armor. One large shard flies towards my eyes, just missing as I blink out of existence. As I blink back into the physical realm another shard pierces my arm, my body ignoring much of the damage and stitching the cut back together. [i]Well that is new. I think that is the first time I have been hit by physical since becoming an outsider. I could get used to this.

Before I can reflect on the matter a wave of fire washes over me. I can feel my blood begin to boil and can only imagine what the heat would be like if I was not blinking into the cool of the ethereal realm every couple seconds. Although uncomfortable, my earlier protection spell prevents my from taking any serious damage.

Shard Explosion. Reflex save = 24, fail. Half damage for blinking = 28dmg -10dmg from Avenger's dr = 18dmg

Flame snake. Reflex Save = 19, fail. miss chance from concealment = 75. 1/2 dmg from blink = 25dmg. -25dmg from protection from energy fire = 0dmg taken.


Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 169 hp /169 (18 are temp) Spells 
Monday April 30th, 2018 12:44:15 PM

ooc: AoO against Lich, taken from previous post

AoO 1 with Bastard Sword hit AC 35 for 20 dmg + 17 sneak dmg = 37 dmg

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday April 30th, 2018 2:53:51 PM

I'm about over all these ghosts!"

Sesha sees an opportunity, and takes it. She moves towards Restlin and Beri, and calls down bright columns of healing energy, into friends and undead alike.

Move: Moves southeast towards Restlin, Beri, and the Ghost monks.
Standard; Mass Heal. (Targets any number of creatures, as long as no two are more than 30ft apart.)

Affects: Sesha, Beri, Restlin, Bosk. (Heal up to 150 hp and immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.)

Also affects: All 4 ghosts surrounding Beri. It deals 150 hp, will save DC 28 for half.

NOTE: If these guys are doing ability damage, it heals it. If they are doing actual ability drain, which is a different thing, Heal does NOT fix that. Please offer guidance dear DMs!"



Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+15=20 ; d20+15=24 ; d20+15=18 ; 8d6=30 ; 8d6=42 ; 8d6=31 ; d6=6 ; d6=6 ; d6=6 ;
Monday April 30th, 2018 2:56:21 PM


Sesha's witchfire attacks the any of the remaining ghosts.

(3 attacks if its within a 5ft step reach, just one if its not.)

Hit touch AC 20, 24, and 18 for 36, 48, and 37 damage respectively. Will save DC 24 or gain a fire vulnerability.

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)213/268, Blindsense 60' Character  d20+20=31 ; d20+28=30 ; d20+23=41 ; d20+18=38 ; d20+18=20 ; d20+23=25 ; d20+28=43 ; 2d8+23=38 ; 2d8+23=29 ; 2d8+23=32 ; 2d8+23=31 ; 2d8+23=33 ; d8+23=27 ; 2d6=9 ; 2d6=7 ; 2d6=10 ; 2d6=12 ; 2d6=9 ;
Monday April 30th, 2018 3:05:18 PM

Standing so close to the explosion, Zane takes it in the face. He uses a move action to fly up and around to reach the the area where the shield bearers are, staying far enough above them to remain out of their reach, but still within his.
He then uses another hero point to take a full attack action.
He'll start on the closes bearer and then move on to the other it he kills the 1st.

*kill the bearers, remember these guys have that nasty attack.....*

(forgot to add +1 for attaching from above, adjusted after roll)

Attack 1 : 31 AC 38 Damage 9 holy
Attack 2 : 42 AC 29 Damage 7 holy
Attack 3 : 39 AC (21 confirm) 32 Damage (+33 if crit) 10 holy
Gore 1 : 26 AC 27 Damage 12 holy
Haste 1 : 44 AC 31 Damage 9 holy

(btw Zane has Darkvision, from perm spell and backup magic item)

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (48/101 with con damage), DR 5/Evil 
Monday April 30th, 2018 4:38:45 PM

Not able to do much else, Wyaar flies 5' higher and a little bit more northward and starts casting a spell on himself.

~~~~

Move: 5' up, a square or two north.
Standard: Start casting Restoration on himself. Round 1/3

Beriothian -- AC:38/18/36 HP: 175/231 CMD = 23  d20+16=35 ; d20+32=51 ; d20+29=32 ; d20+24=29 ; d20+19=35 ; 4d6+23=44 ; 4d6+23=37 ; 4d6+23=36 ; d20+25=28 ; d3=1 ; d20+25=27 ; 2d8+9=20 ; 2d8+9=16 ; d100=57 ; d100=23 ; d100=37 ; d100=49 ; d100=35 ; d100=17 ; d100=59 ; d100=86 ; d20+27=46 ; d4+1=3 ;
Monday April 30th, 2018 10:41:18 PM

The druid finds himself being attacked on all side, as he blinks in and out of this realm he does his best to withstand the attacks coming his way.

Blink/blur/fort rolls for attacks (assuming blink and blur apply to all attacks)

Shards
d100=57 (pass); d100=23 (pass) -> hit (reflex save = 35, fail)

Junyoshicon attack
d100=37 (Fail); d100=49 (pass) -> fail

Saramusa speed
d100=35 (fail); d100=17 (fail) -> fail

Tietsu stagger
d100=59 (pass); d100=86 (pass) fort -> hit (fot = d20+27=46, not staggered)

If possible, the druid flys over the ghosts and out into the room, and hopes that the ice wall will not be removed. He is now about 30 feet in the air (above the shardlings he shares squares wtih), and channels his earthquake spell to summon 3 large fire elementals for additional light.

***Elder Fire Elemental***
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +19, Will +7
Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

The fire elemental notices that the others need his light, and moves closer

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 139***
The elder elemental continues it's attck on NO, hoping to be more effective in the light

Slam 1 =28 +1 for airborn = 29
Damage 1 = 12

Slam 2 =27 +1 for airborn =28

Damage 2 = 12
***

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

(I'm pretty sure the storm giant is grappled and can't get his AOO)
The storm giant brakes the grapple, and continues to seing his sword at the shardlings

SG1 HP = 182
Sword attack 1 = 32
Sword damage 1 = 20

Sword attack 2 = 29
Sword damage 2 = 37

Sword attack 3 = 35
Sword damage 3= 16

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

Active spells
Blink
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2,
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 169 hp /169 (18 are temp) Spells  d20+27=38 ; 2d8+10=23 ; 4d6=18 ; 2d6=6 ; d20=18 ; d20=11 ; d20+27=30 ; d20+27=33 ; 2d8+10=17 ; 2d8+10=23 ; 2d8+10=17 ; 2d8+10=18 ; 4d6=13 ; 4d6=8 ; 4d6=15 ; 4d6=11 ;
Monday April 30th, 2018 11:45:47 PM

d20+27=34 ; d20+27=36 ; d20+27=35 ; d20+27=31 ; d20+27=36 ; 2d8+10=18 ; 2d8+10=19 ; 2d8+10=20 ; 2d8+10=22 ; 2d8+10=17 ; 4d6+10=23 ; 4d6+10=24 ; 4d6+10=27 ; 4d6+10=16 ; 4d6+10=30 ; 2d6=5 ;

You unholy abomination with your thrice cursed blight! I swear by Gargul's Unblinking Eye that you will stand before him in judgement before the day is through! Charging though the air I move silently and invisibly towards the lich. No vibrations on the ground. No shadow to cast upon the floor. Just s he comes in reach I swing my sword at his grassy heart and cast a quickened silence spell over his head and behind him, keeping myself and Zane out of its radius.

Actions
-----------------------------
10ft east and down to 5ft above lich/just above shielder
Hit AC 34 (Ignoring his dex to AC due to invisibillity for 23 dmg + 18 sneak = 41dmg +6 bane from Embryon's tear = 47 dmg

Cast quickend silence spell on the wall behind and above the lich, so that only he or he and his shielder are effected. Bosk and Zane should be out of range.

AoO If needed this round (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 45 for 17 dmg + 13 sneak dmg = 30 dmg
AoO 2 with Bastard Sword hit AC 38 for 23 dmg + 08 sneak dmg = 31 dmg
AoO 3 with Bastard Sword hit AC 30 for 17 dmg + 15 sneak dmg = 32 dmg
AoO 4 with Bastard Sword hit AC 33 for 18 dmg + 11 sneak dmg = 29 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 charging. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}

DM Mitch  d20+25=38 ; d20+25=33 ; d20+25=27 ; d20+21=37 ; d20+16=36 ; d20+16=36 ; d6=6 ; d6=1 ; d6+12=18 ; d100=22 ; d100=70 ; d20+38=41 ; d20+38=48 ; 4d8+6=21 ; 4d8+6=25 ; d100=23 ; d100=47 ; d20=14 ; d6=2 ; d6=6 ; d6=6 ; d6=3 ; d6=1 ; d6=1 ; d20+14=28 ; d20+14=30 ; d20+14=34 ; d20+14=26 ; d20+14=24 ; d20+14=32 ; d20+14=18 ; d20+14=17 ; d20+14=28 ; d20+14=19 ; d20+14=32 ; d20+14=22 ; d20+14=27 ; d20+14=18 ; d20+14=19 ; d20+14=27 ; d20+14=22 ; d20+14=27 ; d20+14=26 ; d20+14=29 ; d20+14=23 ; d20+14=25 ; d20+18=28 ; 10d6=33 ; d20+24=30 ; d20+24=25 ; d20+19=37 ; d20+19=24 ; d20+14=29 ; d20+14=33 ; d20+9=28 ;
Tuesday May 1st, 2018 5:48:42 AM

Tink is running low on tricks so she uses her spectral hand to impart greater invisibility on Bosk.

Restlin manages to avoid the shards before swapping his maximize for a quicken rod and then summoning 10 lantern archons. Restlin then uses spiritual weapon against Tietsu.

Wyaar does not avoid the shards but he uses lay upon hails to rid himself of the damage. Wyaar then flies a little higher and casts Restoration on himself.

Bosk takes damage from the shards but not the fire. Bosk’s AOO takes out one of the Lich’s mirror image. Bosk attempts to attack the lich from his position of invisibility but his attack just misses. He follows this up with a silence spell against the wall the golems and lich are by. The golems are not affected because of their magic immunity. The lich also makes his will save..

Sesha uses Heal targeting herself, Beri, Bosk and the ghosts. (OOC: It is ability drain not damage) 2 of the ghosts make the save and the other 2 do not. Tietsu is destroyed but the other 3 ghosts are still around. Her witchfire touch misses Oyonchol.

Zane takes the explosion to the face and then proceeds to attack the shield bearers. After 3 attacks the shield bearer explodes dealing 11 damage to Zane and Bosk (reflex DC 23 half) and leaving behind 8 crystaline swarmers. His remaining attacks damage the other shieldbearer.

Beri tries to flee the ghosts (See e-mail; you have to roll vs the slowing effect to see if you can actually get away.) His summons try to clear the giant of shardlings (The giant is not in fact grappled - even with their group grapple they can’t grapple huge creatures). The shardlings they kill form tiny explosions (9 damage, reflex save 19 for half).

Garret attempts to shadow step to the lich and attack. However, the lich’s back is to a wall and he’s surrounded by Zane, Bosk, and shieldbearers. He ends up in front of the lich underneath the hovering Bosk and lands several powerful blows.

The Lich engages Bosk with a flurry of blows from it’s staff, seemingly unbothered by the invisibility. Now that there is light shed upon it and Bosk is up close and personal he can see that it is not a standard undead lich. Rather, it seems this person has bonded himself with the bloodgrass. His body seems to have the stuff growing in and through him (plant subtype, not undead).

”Unholy am I? Ha! Tell me, why do you fight this Grim?” his blows rain down on Bosk, but mostly bounce off his armor or just miss due to blur. ”Look at what I have achieved! The bloodgrass CAN be tamed, used to improve so many things! Only fools destroy what they do not understand!” he emphasizes his last point with a blow to Bosk’s jaw, the staff glowing with power as he does so (Crit for 25 damage (Yes I rolled for blur)).

One of the giants breaks off another piece of itself to spawn a new shieldbearer replacing the one Zane killed. The other defends it’s master, slamming it’s giant fists into Bosk’s back twice for 26 damage (after blur and DR reduction).

The shieldbearer bellow Bosk attacks the halfling hitting it’s master with an explode head. Take 33 damage, fort 17 for half, and get an AoO. The other shieldbearer can only raise it’s shield to give the lich cover vs Zane this round.

The shardlings from the dead shieldbearer try to jump on Zane and grapple him (beat his CMD but they miss if he has freedom of movement or blink)

The shardlings covering the giant give up their futile attempts to grapple it and start stabbing with tiny limbs or whipping it with long tendrils for 5 damage.

If Bari made his save and could in fact flee (Not slowed to 5 feet MS) then the ghosts are kept away by Restlin’s repulsion. Unable to close on the fleeing druid, they’re forced to use their telekinesis to throw random things at Sesha, none of them damaging her.

If Ber failed his save then he could only move 5 feet away. With repulsion that gets him safely away from the southern ghost, but the other two flurry him, missing with every shot.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 153/153 (77/101 with con damage), DR 5/Evil  7d6=29 ;
Tuesday May 1st, 2018 9:44:13 AM

Wyaar continues his casting

~~~

Swift Action: Lay on Hands for 29 HP
Standard Action: Casting Restoration round 2/3

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 8/22  d20+32=38 ; 4d6+3=15 ; d20+21=34 ; d20=8 ; d20+8=24 d6=3 d20+8=15 d6=1 d20+8=12 d20+8=15 d20+8=16 d20+8=18 d20+8=22 d20+8=16 d20+8=10 d20+8=16 d20+8=11 d20+8=14 d20+8=26 d20+8=14 d20+8=24 d20+8=9 d20+8=23 d20+8=24 d6=1 d6=1 d6=6 d6=1 d6=2 d6=2 d6=1 d6=4 d6=3 d6=5 d6=1 d6=3 d6=3 d6=1 d6=5
Tuesday May 1st, 2018 9:47:00 AM

"What is it with liches and always thinking that destroying the entire world to match their extremely narrow goals is a good thing? Like we're the morons for not thinking it's a great idea to kill almost all life on the Wold so that this grass can take over."

Restlin moves his sword to attack the lich, figuring the ghosts were basically neutered for the moment thanks to his repulsion spell.

Meanwhile, the archons' focus fire on the lich as well with 20 beams of light.

***

Standard: Move mage's sword & hit AC 38 for 15 damage. SR check is 34.

Greater invisibility & repulsion: 12 rounds

AC is 24/15/21 this round. CMD is 28.

Lantern archon attacks (all VS TOUCH AC):

AC 24 Dmg 3
AC 15 Dmg 1
AC 12 Dmg 1
AC 15 Dmg 1
AC 16 Dmg 6
AC 18 Dmg 1
AC 22 Dmg 2
AC 16 Dmg 2
AC 10 Dmg 1
AC 16 Dmg 4
AC 11 Dmg 3
AC 14 Dmg 5
AC 26 Dmg 1
AC 14 Dmg 3
AC 24 Dmg 3
Nat 1
AC 23 Dmg 1
AC 24 Dmg 5



Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+15=34 ; d20+15=20 ; d20+15=34 ; 8d6=31 ; 8d6=24 ; d6=1 ; d6=1 ;
Tuesday May 1st, 2018 10:20:46 AM

Witchfire attacks on Oyo, no miss chance because both are ghosts, hits touch AC 34 and 34 for 32 and 25 damage. Will Save DC 24 or gain fire vulnerabilty (which means the attack damages would be 33 and 39.)

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+20=22 ; d20+20=30 ; d20+15=20 ; 6d6+8=23 ; 6d6+8=32 ; 6d6+8=29 ;
Tuesday May 1st, 2018 10:36:46 AM


Sesha is eager to bring down Serenbeths angry judgement on these creatures. Satisfied that at least one of them the wrath of her patroness, she puts her disrupting staff to work. (Blink states she can attack incorporeal creatures with no negatives.)

Full attack on Oyo. If witchfire kills him, she will step up 5ft and hit the next one. (Has 15 foot reach from being huge)

Hit AC 22, 30, and 20 for 23, 32, and 29 damage. Undead hit must make a will save DC 24 or be destroyed.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28]  d20+23=31 ; d20+36=54 ; d20+36=54 ; d20+31=34 ; d20+31=32 ; d20+26=36 ; d20+26=34 ; d20+21=41 ; d20+25=28 ; d20+36=38 ; 2d8+17=29 ; 2d8+17=28 ; 2d8+17=27 ; 2d8+17=20 ; 2d8+17=24 ; 2d8+17=31 ; 2d8+17=29 ; 2d8+17=24 ; 2d8+17=29 ;
Tuesday May 1st, 2018 3:54:42 PM

Garret finds himself in the middle of a pile of bodies. At least there's a little light as he attempts to continue to attack the plant lich.

OOC:
Don’t know if the exploding save was for me, but if so, fort save, DC 17: 31, success, 16 damage.

Flurry hit AC/Dam: 54/29 54/28 34/27 32/20 36/24 34/31 41 (threat, 28 to confirm)/29 (24) 38/29

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 5/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (+0)213/268, Blindsense 60' Character  d20+28=38 ; d20+23=37 ; d20+18=34 ; d20+23=34 ; d20+28=29 ; 2d8+23=31 ; 2d8+23=33 ; 2d8+23=31 ; d8+23=30 ; 2d8+23=30 ; 2d6=4 ; 2d6=6 ; 2d6=4 ; 2d6=7 ; 2d6=8 ;
Tuesday May 1st, 2018 7:04:00 PM

The Shardlings fall off Zane as his Water Vest grants him freedom of movement.
*Still need to kill the shield guys, and it looks like the Lich is just about out of replacements.*

Starting with the shieldbearer that is damaged and then moving to the newer one.

Attack 1 : 38 AC 31 Damage 4 holy
Attack 2 : 37 AC 33 Damage 6 holy
Attack 3 : 34 AC 31 Damage 4 holy
Gore 1 : 34 AC 30 Damage 7 holy
Haste 1 : 29 AC 30 Damage 8 holy

"I'm ok if I get silenced, I'm set on buffs right now and we can still have the rings to communicate." Zane says over the rings....

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday May 1st, 2018 8:09:25 PM

Tink starts casting another Summoning spell. There looks to be a number of summons going on now. Perhaps it's safe to do so again?

Cast Summon Monster VIII

Beriothian -- AC:38/18/36 HP: 144/231 CMD = 23  d20+22=30 ; d20+8=9 ; d20+29=38 ; d20+24=42 ; d20+24=33 ; d20+19=32 ; 4d6+23=37 ; 4d6+23=35 ; 4d6+23=32 ; d20+19=20 ; d20+19=24 ; 2d6+8=20 ; 2d6+8=12 ; d20+12=27 ; d20+12=15 ; d20+12=13 ; d20+12=13 ; d20+12=16 ; d20+12=14 ; d8+4=9 ; d8+4=5 ; d8+4=11 ; d8+4=8 ; d8+4=11 ; d8+4=6 ; d20+23=39 ; d20+23=41 ; 2d8+8=16 ; 2d8+8=16 ;
Tuesday May 1st, 2018 9:42:05 PM

correction from previous post
***
second fort save from previous turn = 30
Junyoshi ->3 con drain (-36 hp)
Onyonchol misses
Saramusa 25 damage, fort = 30, passed Fort and DC 27 Fort save against speed reduction
Tietsu uses Gorgon Fist (damage subtracted and fort passed in previous post)

***todays post***
The druid breaths a sigh of relief to see he's escaped the ghosts, then starts so summon forth one more storm giant.

***Elder Fire Elemental***
AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +19, Will +7
Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

The elder fire elemental reaches out and strikes the top crystalline giant with two firey slams
Elder Fire Elemental 1 hp=184

Slam 1 =39
Damage 1 = 16 + burn

Slam 2 =41
Damage 2 = 16 + burn

***Large Fire Elemental***
hp 80 (60 +20 augmented summoning ) +4 to constitution and strength
AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)

Fort +10, Ref +11, Will +4
DR 5/—; Immune elemental traits, fire
Weaknesses vulnerability to cold

Three large fire elementals appear on the seen adding their light. They recognize that they won't be able to do much damage against such foes, but they do what they can, with elemental 1 attacking the shrdlings on the storm giant, elemental 2 attacking the top crystal giant, and elemental 3 attacking the bottom giant.

*Lg Fire Elemental 1- HP = 80
Slam 1 =27
Damage 1 = 9 plus burn

Slam 2 =15
Damage 2 = 5 plus burn

*Lg Fire Elemental 2- HP = 80
Slam 1 =13
Damage 1 = 11 plus burn

Slam 2 =13
Damage 2 = 8 plus burn

*Lg Fire Elemental 3- HP = 80
Slam 1 =16
Damage 1 = 11 plus burn

Slam 2 =14
Damage 2 = 6 plus burn

***Elder Air Elemental***
AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size)
hp 184 (152 +32 augmented summoning): +4 to constitution and strength
Fort +16, Ref +21, Will +7
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
2 slams +25 (2d8+9)

***Elder Air Elemental 1, HP = 139***
The elder elemental continues aids the storm giant in taking out the sharlinds swarming all over it's body

Slam 1 =20
Damage 1 = 20

Slam 2 =24
Damage 2 = 12
***

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

No matter how many sharlings fall, more seem to appear... no matter thinks the giant. They will all fall under his blade in the end.

SG1 HP = 173
Sword attack 1 = 38
Sword damage 1 = 37

Sword attack 2 = 42
crit roll = 33
Sword damage 2 = 35

Sword attack 3 = 32
Sword damage 3= 32

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

Active spells
Blink
Tishe's Weave Elements (air). Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage)
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.)
Heroes Feast (17 Temp HP, Plus +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear. 24 hours remaining.)
Wind Walk (600ft fly speed with poor maneuverability + gaseous form Can exit the "wind form" as an action that takes 5 rounds. 24 hours remaining)
Haste?

Spell List
0 (4)- Detect Magic, Light, know direction, Detect Poison
1 (7)- *Elf Vision, Faerie Firex5, Obscuring Mist x2,
2 (7)- *Faerie Fire, Fog Cloud, Soften Earth and Stonex2, Warp Woodx2, resist energyx2
3 (7)- *Glibness, Sleet Stormx2, Greater Magic Fang, wind wallx2, Cure Moderate Woundsx2
4 (6)- *Lesser Planar Ally, dispel magicx2, cure serious wounds, Freedom of Movement, Air Walkx2
5 (6)- *Awaken, Cure Critical Wounds, animal growthx2, Call Lightning Storm, Transmute Rock to Mud, Transmute Mud to Rock
6 (6)- *Legend Lore, Wall of Stonex2, Antilife shellx2, Dispel Magic (Greater)x2
7 (5)- *Irresistible Dance , Healx3, changestaff, Creeping Doom
8 (4)- *Greater Planar Ally , Reverse Gravityx2,
9 (3)- *Wail of the Banshee, elemental swarm

currently stored in staff via spellstaff- elemental swarmx2
Spells with * are Fey domain spells (and not included in spell counts)



[DM Hugh] Record keeping post  d4=4 ; d20+28=30 ; d20+16=36 ; d20+16=30 ; d20+16=18 ; d20+16=26 ; d10+5=11 ; 8d6=34 ; 3d6=11 ; d6=2 ; d6=6 ; d6=2 ; d6=4 ; d6=2 ; d6=6 ; d6=5 ; d6=3 ; d6=5 ; d6=4 ; d6=5 ; d6=5 ; d6=6 ; d6=1 ; 4d6=21 ; 2d6=7 ; 2d6=11 ; 2d6=4 ; 2d6=10 ; 3d6=12 ; 2d6=4 ; 3d6=10 ; 3d6=7 ; 3d6=12 ; 2d6=9 ; d20+18=33 ; d20+18=38 ; d20+18=38 ; d20+18=34 ; d20+13=33 ; d20+13=21 ; d20+13=19 ; d20+8=16 ; d20+8=10 ; d20+3=4 ; d2+3=5 ; d2+3=5 ; d2+3=4 ; d20+16=17 ; d20+16=17 ; d20+16=22 ; d20+11=26 ; d20+11=22 ; d20+6=19 ; d20+6=21 ; d20+1=16 ;
Tuesday May 1st, 2018 10:16:08 PM

2 days worth of record keeping posts

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 118 hp /169 (18 are temp) [link href=" http://bit.ly/igLUIz "]Spells[/lin18  d20+22=37 ; d20+25=38 ; d8+10=17 ; 2d6=10 ; 2d6=2 ; d20+17=36 ; d8+6=13 ; 4d6=10 ; d20+26=42 ; d8+11=17 ; 4d6=18 ; d20+20=24 ; 2d8+10=15 ; 4d6=17 ; d20+12=29 ; d8+6=7 ; 4d6=11 ; d20+15=27 ; 2d8+10=25 ; 4d6=22 ; d20+5=9 ; d8+6=11 ; 4d6=7 ; d20+27=32 ; d20+27=34 ; d20+27=30 ; d20+27=32 ; d20+27=43 ; 2d8+10=14 ; 2d8+10=19 ; 2d8+10=16 ; 2d8+10=21 ; 2d8+10=21 ; 4d6=9 ; 4d6=9 ; 4d6=18 ; 4d6=15 ; 4d6=19 ; 2d6=6 ;
Wednesday May 2nd, 2018 12:13:59 AM

I laugh as the lich moves its jaw and no sound comes out. Silence really can be an amusing spell! I think to myself, wondering if its words were anything significant. Probably another spell of sore sort.

Although I cannot dodge my attackers I do my best to get in an extra thrust as the giant breaks off a piece of itself and thrwos it and a shield bearer attacks with an explode head. I then return the damage back upon the lich responsible for this mess.

Actions
-----------------------
Fort Save = 37, success...and it was for the creature below me, not attacking me. Please ignore.

AoO against Shield Bearer hit AC 45 for 17 dmg + 13 sneak dmg = 30 dmg
AoO against giant (if applicable) hit AC 38 for 23 dmg + 08 sneak dmg = 31 dmg

Full Attack (on Lich)
Main Hand Atk 1 Hit AC 38 for 17 dmg + 12 sneak dmg = 29 dmg
Off Hand Atk 1 Hit AC 36 for 13 dmg + 10 sneak dmg = 23 dmg
Nat Atk Horn Gore Hit AC 42 for 17 dmg +18 sneak = 35 dmg
Main Hand Atk 2 Hit AC 24 for 15 dmg + 17 sneak dmg = 32 dmg
Off Hand Atk 2 Hit AC 29 for 7 dmg +11 sneak = 18 dmg
Main Hand Atk 3 Hit AC 27 for 25 dmg + 22 sneak dmg = 47 dmg
Off Hand Atk 3 Hit AC 9 miss
Extra Attak from Haste Hit AC 32 for 14 dmg + 9 sneak +6 bane from embryon's tear = 29 dmg

Cast quickend light spell on the collapsed wall/rubble around the lich

AoO If needed for the enemies round/action (Reach, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense))
AoO 1 with Bastard Sword hit AC 34 for 16 dmg + 09 sneak dmg = 25 dmg
AoO 2 with Bastard Sword hit AC 30 for 19 dmg + 18 sneak dmg = 37 dmg
AoO 3 with Bastard Sword hit AC 32 for 21 dmg + 15 sneak dmg = 36 dmg
AoO 4 with Bastard Sword hit AC 43 for 21 dmg + 19 sneak dmg = 40 dmg

(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. Bosk has a 10ft reach.)

(Note that Bosk is flying and has both fly an overland flight activated and has a fly speed of 60. Bosk has magic circle against evil in effect, smite, ghost touch on self weapons and armor, blind fighting, blur, blink, tremor sense 20ft, and dark vision.

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

Blur Distortion grants the subject concealment (20% miss chance). (from weave elements)
Scarab of protection The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects.
brooch of shielding
Tishe's Weave Elements (air) Blur (20% miss chance); 2) Fly 60ft (Good); 3) Air Mastery (while in air all opponents get -1 to hit/ damage
Deathwatch - [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).
Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

Agile Feet - (SU) 4 of 5 uses left - Ignore all difficult terrain penalties.
Channel Energy - (SU) 0/2 uses left[i]
Dark Walk [i]- (SU) 1of2 min left -gain concealment, 20% miss, +2 save resistance, +8 Stealth

Sense Spirit - (SU) Direction/distance to any disembodied spirit or soul 480 ft., even through material objects.
Dimensional Hop - (SP)  At 8th level, you can teleport up to 10 feet per cleric level per day as a move action .
Greater Insight - (SP)  At 8th level, Pick one of these senses: Darkvision 120 ft, Scent, Tremorsense 20 ft. You have this sense for one minute per cleric level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns).
Sacred Tattoo Cannot be flanked.
Ghost Touch - (Class) Normal Weapon and Armor = ghost touch vs incorporal. Allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)
Combat Reflexes - (Feat) Can make 1 AoO per Dex bonus. Can make AoO while Flat Footed

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM

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

SPIDER VENOM
on flail
}



Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 118 hp /169 (18 are temp) [link href=" http://bit.ly/igLUIz "]Spells[/lin18 
Wednesday May 2nd, 2018 12:15:46 AM

ooc: Missed the lich made his will save. Please ignore my making fun of his moving lips with no words coming out.

DM Mitch  d100=87 ; d100=94 ; d100=87 ; d100=72 ; d100=23 ; d100=60 ; d100=33 ; d10+10=13 ; d10+10=11 ; d10+5=14 ; d10+5=8 ; d10+5=10 ; d10+5=14 ; d10+5=6 ; d10+5=12 ; d10+5=15 ; d10+5=15 ; d10+5=11 ; d10+5=7 ; d6=4 ; d6=3 ; d6=1 ; d6=3 ; d6=4 ; d6=2 ; d6=4 ; d100=62 ; d100=63 ;
Wednesday May 2nd, 2018 7:11:12 AM

Wyarr continues casting his spell.

Restlin sends his sword to stab the lich in the face. His mass of arcons shoot rays of light at the lich which seem to do absolutely nothing to him.

Sesha and her witchfires work together to kill the ghosts.
Garret flurries again, pounding into the lich. It’s hard to tell from the unusual form of the lich, but the wet smacks and the redish goo all over his fists indicate he did a hefty amount of damage.

Zane again kills the shieldbearer in front of him.

Tink begins a summoning.

Beri is glad he managed to escape the ghosts and he begins another summoning. His summons attack, mostly focusing on the shardlings on the Storm Giant.

Bosk turns into a small whirlwind as he strikes out at all the nearby foes.

The lich is clearly seriously injured. Rivulets of red, sappy substance dribble down him and he clutches his staff to stand. Still, he doesn't seem to terribly upset. In fact a manic grin spreads over his face.

”You may have won this battle, but the war has just begun.” With a sudden motion he snaps his staff over a knee. At the same time all the golems glow like the sun much like the colossus did moments ago.

There is a tremendous explosion as the staff and all the golems explode at once. The golem explosions generate more golems that also immediately explode. Zane, Bosk, and Garret make the following reflex saves for half damage:

Zane, Bosk, Garret : 1 DC 17, or take 180 damage
Zane, Bosk, Garret: 2 DC 31, or take 11 and 13 damage
Zane, Bosk Garret: 10 DC 23, or take 14, 8, 10, 14, 6, 12, 15, 15, 11, and 7
Garret only: make 4 saves vs DC 19 or take 4, 3, 1, and 3 damage
Zane only: make 3 saves vs DC 19 or take 4, 2, and 4 damage

The cave shakes and then the wall nearest to the explosion caves in on itself burying Zane, Bosk and Garret (Make a DC 15 reflex save or take 34 damage; half damage on success) regardless of whether or not you make the save you are now buried (Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead; Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check.)

The 3 large elementals, elder elemental and the storm giant are all in the slide zone (They need to make a DC 15 reflex save or take 11 damage and become buried. If they succeed they take no damage and are not buried)

Cracks start forming along the top of the gaping hole and spreading up towards the top of the dome as various rocks of size small, medium and large start falling from the ceiling.

As the rocks fall, sunlight begins to pour in through the newly created holes, Tink gets struck by a large rock (DC 15 reflex save or take 21 damage; 10 on successful save). Wyaar gets pelted by 3 small rocks (3 DC 15 reflex save or take 7, 11 and 4 damage; 3, 5 and 2 on successful saves). Restlin gets struck by 1 small rock (DC 15 reflex save or take 10 damage; 5 damage on success) and a medium rock (DC 15 reflex save or take 12 damage; 6 damage only on success). Sesha becomes a rock magnet getting pelted by 1 small rock (DC 15 reflex save or take 4 damage; only 2 damage on success) and 3 medium rocks (3 DC 15 reflex saves or take 10, 7, 12 damage; only 5, 3, 6 damage on successes). Lastly Beri gets dinged by 1 small rock (DC 15 reflex save or take 9 damage; 4 damage only on save). There is now enough area exposed in the ceiling for the wind to attempt to escape again.

If that wasn’t bad enough the 2 surviving ghosts start flurrying with shuriken against Sesha at range. The first ghost Junyoshi at 2 range increments strikes Sesha twice, once hitting her in the face (10 damage and 4 damage). While The second ghost Saramusa at 3 range increments misses completely.

Updated Map

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil  d20=14 ; d20=2 ; d20=7 ; 7d6=20 ;
Wednesday May 2nd, 2018 8:52:37 AM

Wyaar bobs and sways as the rocks fall and neatly avoids them all as he finally completes the casting of his spell to Restore his drained constitution and immediately starts looking less like a man about to expire. Another press of his hand against himself seals most of his remaining cuts and bruises so only a few remain and he flies southward.

~~~~~

Rock Saves: Pass, ring of evasion for no damage

Move Action: Move!
Standard Action: Finish casting restoration to remove all that con damage
Swift Action: Lay on Hands to Heal 20

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 116/150 (Spells) Luck Points: 9/22  d20+20=31 ; d20+32=34 ; 4d6+3=16 ; d20+3=13 ; d20+3=6 ; d20+3=16 ; d20+3=21 ; d20+3=15 ; d20+3=5 ; d20+3=12 ; d3=2 ; d20+3=11 ; d20+3=13 ; d20+3=12 ; d20+3=15 ; d20+3=12 ; d20+3=18 ; d20+3=9 ; d20+3=17 ; d20+3=18 ; d20+3=21 ; d20+3=16 ; d20+3=9 ; d6=2 ; d6=2 ; d6=4 ; d6=6 ; d6=6 ; d6=5 ; d6=5 ; d6=1 ; d6=2 ; d6=1 ; d6=2 ; d6=4 ; d6=4 ; d6=5 ; d6=1 ; d6=4 ; d6=2 ; d6=1 ; d6=3 ; d6=5 ;
Wednesday May 2nd, 2018 10:24:47 AM

Restlin swoops away from the falling stone (ring of evasion - no damage). He casually motions his mage's sword over to Junyoshi and lands on Sesha's shoulder.

"That wind's probably going to escape in a moment. We should finish these guys up quickly."

As if on cue, 20 light beams arc towards Junyoshi, moving to the other ghost if he dies.

***

Standard: Mage's sword on Junyoshi - Hit AC 34 for 16 damage

Lantern archons vs touch ac:

(AC, DMG)

13,2
6,2
16,4
21,6
15,6
5,5
12,1
11,2
13,1
12,2
15,4
12,4
18,5
9,1
17,4
18,2
21,1
16,3
9,5


Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d20+20=28 ; d20+20=40 ; d20+20=33 ; d20+20=24 ; 6d6+8=33 ; 6d6+8=32 ; 6d6+8=29 ; 6d6+8=29 ; d20+16=31 ; 8d6=38 ; d6=4 ;
Wednesday May 2nd, 2018 11:19:39 AM


"Agreed, Mage-Priest. I will expect some compliment on my martial prowess later. I think only twice in my entire life have I dispatched enemies with a weapon other than magic."

Sesha shuffles her stance just a bit, and brings her Disruption enchanted quarterstaff back down into the ghost monks still offering some resistance.

Hit AC 30, Crit AC 40 (confirm vs 35), Hit AC 26 for 33, 32 (61 if confirmed), and 29 damage respectively.

All hit enemies must make a willsave DC 24 or be destroyed.

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

Sesha's Witchfire charges into flanking position, hitting Touch AC 31 for 42 fire damage.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28]  d20+23=36 ; d20+23=32 ; d20+23=34 ; d20+23=37 ; d20+23=38 ; d20+23=30 ; d20+23=41 ; d20+23=43 ; d20+23=30 ; d20+23=26 ; d20+23=42 ; d20+23=25 ; d20+23=35 ; d20+23=33 ; d20+23=33 ; d20+23=34 ; d20+23=28 ; d20+23=31 ; d6=2 ; d20+7=21 ; d20+7=17 ;
Wednesday May 2nd, 2018 11:49:01 AM

Garret looks at the goo and laughs at the lich. When he sees the lich turn the rod, he says, “Uh oh.” Then the explosions start. Rocks and magic blast all around him and Garret turns and dodges all around them. Then he sees the pile of rocks coming down directly at him. He dives to the side and realizes that he is completely covered in rocks, buried alive!

OOC:
Reflex DC 17 (180 dam): 36 pass
Reflex DC 31 x2 (11,13 dam): 32, 34 pass, pass
Reflex DC 23 x10 (14, 8, 10, 14, 6, 12, 15, 15, 11, and 7): 37, 38, 30, 41, 43, 30, 26, 42, 25, 35 pass
Reflex DC 19 x4 (4,3,1,3): 33, 33, 34, 28 pass
Reflex DC 15 (34): 31 pass
Buried, 1d6 nonlethal, Str check DC 25 to escape: 2 dam, 21 hero point re-reroll: 17 Darn it!
(Evasion)

Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 6/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character  d20+21=31 ; d20+21=23 ; d20+21=29 ; d20+21=32 ; d20+21=39 ; d20+21=37 ; d20+21=32 ; d20+21=29 ; d20+21=33 ; d20+21=37 ; d20+21=28 ; d20+21=29 ; d20+21=38 ; d20+21=26 ; d20+21=39 ; d20+21=40 ; d20+21=27 ; d20+8=14 ; d6=4 ;
Wednesday May 2nd, 2018 2:22:08 PM

Zane avoids almost all of the explosion damage, from the staff he avoids it all, but some of the resulting explosions catch him from the back. (failed the 2 DC 31's, and takes 1/2)

Zane finds himself buried under all of the rubble, he tries to stand up, but causes himself to pinch something. (the non-lethal damage for being buried.)

"Just catch that damn wind, I can get out on my own, and if not, I'll just use the ring to return to the IronTower. I might not be able to rejoin you all, but that's one sure way of getting out of here...."



Beriothian -- AC:38/18/36 HP: 140/231 CMD = 23  d20+16=29 ;
Wednesday May 2nd, 2018 9:16:23 PM

The druid dodges the worst of the stone, with it just clipping his shoulder. He hears Zane calling out to catch the wind, and Beri notices the hole in the ceiling above.

I don't know how we'll catch it', but I'll make sure it doesn't escape.
Beir casts wall of stone and seals up the breach in the ceiling above.

reflex save = 29
**rolls for summons coming**

Beriothian -- AC:38/18/36 HP: 140/231 CMD = 23  d20+19=21 ; d20+11=13 ; d20+11=21 ; d20+11=13 ; d20+21=32 ; d20+8=18 ; 18d6=66 ; 18d6=47 ;
Wednesday May 2nd, 2018 10:03:24 PM

There is a flurry of movement as the half dozen summoned creatures try to avoid being covered. Most succeed, but two large fire elementals get caught and buried in the stone.

The free fire elementals and the storm giant start to dig out the iron dragons.
The elder air elemental transforms into a whirlwind. It will attempt to catch the wind that is flying around and hold it in place while the dragons determine how to hold onto it..

Meanwhile, the second storm giant the Beri had been casting appears and casts chain lightning on the remaining foes
JU damage=66
SA (secondary target) damage=47 ;

updated health:
Elder Fire Elemental 1 hp=184
Lg Fire Elemental 1- HP = 69
Lg Fire Elemental 2- HP = 80
Lg Fire Elemental 3- HP = 69

Elder Air Elemental 1, HP = 139

SG1 HP = 173
SG2 HP = 237

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 64 hp /169 (18 are temp) [link href=" http://bit.ly/igLUIz "]Spells[/lin18  d20+16=19 ; d20+16=30 ; d20+16=27 ; d100=60 ; d100=12 ; d6=4 ; d6=5 ;
Wednesday May 2nd, 2018 10:26:36 PM

The stings! I told him how this was going to end. Why do they never listen to us? Before I can say more the cavern begins to cave in around me. I try to move through it, but find myself shunted through the debris to a clearing. You guys take the other ghosts out. I can help if needed, but I would prefer to keep an eye on these holes so I can seal them if any others appear.

Actions
---------------------
Reflex Saves 1 = 19 + 1 haste =20, Pass (180dmg/2 for reflex = 90dmg/2 for blink = 45)
Reflex Saves 2 = 30 + 1 haste =31, Pass All dmg reduced to 0 after DR added
Reflex Saves 3 = 27 + 1 haste =28, Pass All dmg reduced to 0 after DR added
made 5 foot step plus 5ft before blinking back. Had 10 feet to go for 2d6dmg. = 9dmg

I believe Beri sealed up the only hole, but if there are others not sealed I will Cast shape stone to seal them. If not I will hold a action to cast it and seal any new holes that may appear.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+26=43 ; d3=3 ; d20+18=28 ; d20+18=30 ; 2d6+9=18 ; 2d6+9=16 ;
Thursday May 3rd, 2018 5:56:10 AM

Her summoning spell complete, Tink calls forth 3 Gargantuan Celestial Rocs. She bids to attack those pesky ghost things.

Tink then digs deep and casts a Reverse Gravity spell to move some rocks and help free those trapped.

---------------
Ref Save vs DC15: 43 = Pass. Ring of Evasion means no dmg.
Standard: Reverse gravity over the buried bits

2 Celestial Rocs position themselves closer whilst 1 just flies around the place.
Drawn as yellow boxes on the map since they're flying and I don't want to crowd the map.

Celestial Roc 1. 15ft (20ft?) reach. Should anything provoke an AoO: Hit AC28 for 18
Celestial Roc 2. 15ft (20ft?) reach. Should anything provoke an AoO: Hit AC30 for 16


DM Mitch  d100=30 ; d20+22=37 ; d20+22=35 ; d20+17=27 ; d20+17=33 ; d20+12=23 ; d20+12=15 ; d20+7=19 ; d2+3=4 ; d2+3=4 ;
Thursday May 3rd, 2018 7:48:13 AM

Wyarr finishes his spell and heals himself after dodging falling rocks.

Restlin dodges rocks and sends his sword and arcons to attack one of the ghosts.

Sesha and her witchfires take down another ghost.

Garett skillfully dodges all the explosions but can’t a rockslide - he’s buried and fails to get out own his own.

Zane also avoids most the explosions and is buried in turn.

Beri seals up the hole in the ceiling and his summons start digging people out. The giant sends some lightning at the surviving ghost.

Bosk insures that there is no gaps in the covering Beri made for the holes in the roof.

Tink finishes summoning some rocs and then casts reverse gravity on the rockfall. About half the rocks fall upwards, almost like the original fall played in reverse. She’s careful to target only the top layer, else the buried PC’s would just be reburied in a rockfall on the ceiling.

With a large portion of the rocks moved the summons are able to get the PC’s out of the rockfall.

The holes in the roof are successfully sealed between Beri and Bosk.

The last ghost, clearly outnumbered and outgunned, still stubbornly throws shirkens at Sesha. Two hit, doing 8 damage.


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil  9d6=26 ;
Thursday May 3rd, 2018 8:52:04 AM

Wyaar flies forward to a spot to be 30' from the remaining ghost.

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

Move Action: Move as needed

Standard Action: Channel energy within 30' the last ghost. 26 damage Will save vs DC 26 for half

Anyone else within 30' of Wyaar gets healed for 26 damage

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character  d20+8=23 ;
Thursday May 3rd, 2018 9:08:56 AM

Zane shifts a bit and tries again to extricate himself, failing again....

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22  d20=1 ; d20=12 ;
Thursday May 3rd, 2018 10:17:06 AM

Watching the wind swirl around, Restlin tries re-casting forcecage. Maybe since the last one got destroyed so quickly it didn't count? Sure that makes sense.

It works, to his surprise.

"There. Caught the wind. Finish off this last poor soul with your astounding martial abilities, love, then we can get our poor melee folks clear and get out of this place."

***

Press your luck: success w/ 12 - I recast forcecage and trap the wind.

AC is an abysmal 17/8/14. CMD is 21.



Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d100=3 ; d100=64 ; d20+22=27 ; d20+22=35 ; d20+22=24 ; d20+15=25 ; 8d6=26 ; d20+22=42 ; d20+22=35 ; 6d6+7=23 ; d20+15=31 ; d20+15=21 ; 8d6=35 ; 8d6=34 ; d6=4 ; d6=4 ; d6=3 ; 6d6+7=25 ; 6d6+7=27 ; 6d6+7=30 ; 6d6+7=41 ; 6d6+7=30 ; 6d6+7=34 ;
Thursday May 3rd, 2018 11:28:35 AM


"Of course."

One of the shurikens sticks, and the other passes through her from her Blink spell. She steps in and tries to finish off the creature, helped by the witchfire.

Witchfire: Hits Touch AC 25 / 31 / 21 for 30 / 39 / 34 damage.
Sesha: AoO (ranged weapon within reach of melee). Nat 20. Confirms vs AC 35 for 23 (48 if confirm). Regular attacks hit AC 27 / 35 / 24 for 27, 41, and 30 respectively.

For each hit the ghost needs a willsave vs DC 24 or be destroyed outright.



Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Thursday May 3rd, 2018 1:27:21 PM

Garret feels relief as the massive rock pile is lifted from him. He is intrigued and distracted as he watches the rocks gently float up towards the ceiling. He flies up with them, pushing them side to side as they and he float around. He glances over to the group handling the wind and waves to storm giant Sesha.

OOC:
Blur (20% miss chance); Fly 60ft (Good); Air Mastery (while in air all opponents get -1 to hit/ damage)
+1 morale bonus on attack rolls
+4 morale bonus on saves vs fear
Hasted: +1 attack, +1 dodge to AC, movement +30, extra attack on full attack
Has two smite evils available for 10 rounds (round 7/10. Used one on Sakura): auto-overcome DR, x2 damage for outside, dragon, or undead; remains until target is dead: +7 to hit, +17 damage (+34), +7 AC
Greater Magic weapon: +5 attack and damage rolls
Unarmed strikes are considered magical, lawful, cold iron, silver, adamantine to overcome DR
Spell Resistance: 28


Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23 
Thursday May 3rd, 2018 9:28:30 PM

Beri looks around, between the reverse gravity and the extra hands of the summons, everyone appears to have been freed. Sesha seems to have the ghost under control, and the Restlin has the trapped the wind in a force cage. The druid pulls out his gem of seeing and looks around to make sure there are no surprises still waiting for them.

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells  d8=2 ; d8=2 ; d8=3 ; d8=2 ;
Thursday May 3rd, 2018 10:14:25 PM

As things calm down I cast Cure serious wounds (standard action) on myself use my trusty spatula of corpse retrieval to pick up some of the lich's remains and store them in one of my reliquaries (holy symbol) as a trophy honoring this legendary conquest. You fought like a coward, but you died for what you believed in. May Gargul show you exactly as much mercy as you deserve.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Thursday May 3rd, 2018 10:45:17 PM

"Dead Shmed," calls out Restlin. "Dude's got a phylactary somewhere. We're only half done with that jerk."

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells 
Friday May 4th, 2018 12:33:29 AM

I can tell be looking if something is undead, and that thing was not. It was not a lich as I have ever seen one. Rather than isolating his soul, he found a way to bond himself to the bloodgrass. I could be wrong, but I think we need to defeat the bloodgrass rather than look for his phylactry.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects  d20+18=25 ; d20+18=34 ; 2d6+9=18 ; 2d6+9=14 ;
Friday May 4th, 2018 5:28:57 AM

Tink's celestial rocs make flyby attacks if given the opportunity.

She meanwhile tries to take stock of the situation. If everyone is out of the rubble and safely away she will dismiss the reverse gravity.

Celestial Roc 1. 15ft (20ft?) reach. Should a flyby attack be available: Hit AC25 for 18
Celestial Roc 2. 15ft (20ft?) reach. Should a flyby attack be available: Hit AC34 for 14

[DM Hugh] Wind, Lose, or Draw  d20+16=23 ; d100=80 ; d10=6 ;
Friday May 4th, 2018 9:27:28 AM


Wyaar flies toward the remaining ghost and channels positive energy damaging the ghost and healing his party members.

Zane tries to dig himself out again but doesn’t manage.

Restlin recasts forcecage, trapping the wind again and then asks Sesha to finish off the last ghost.

Sesha and her witchfire close on the last ghost. The witchfire destroys Junyoshi.

Garret feels relieved when the weight of the rocks is lifted from him. He flies up with them pushing them away from himself and then waves at Storm Giant Sesha.

Beri pulls out his gem of true seeing and looks to make sure there are no other surprises waiting for them.

Restlin points out that the lich has a pylactery around somewhere.

Bosk casts cure serious wounds on himself and then grabs his spatula of corpse retrieval to try to scrape up some of the remains of the blood grass lich but the blood grass lich has been vaporized by the power of the explosion of the staff of power. He can find the 2 broken halves of the staff though. Bosk also says to Restlin that this lich is different.

Tink takes stock of the situation. There is no targets for her Rocs and it would appear that Zane is still buried somehow.

(Know [nature] DC 41 : Highlight to display spoiler: {You saw that he was a plant not an undead. You remember hearing obscure tales once of spellcasters who extended their lives unnaturally by becoming a mossy plant and this process was similar to a lich but different. Instead of needing a phylactery this type of lich used a rejuvenating seed and if it got destroyed it would regrow again in a number of days. If this lich has a seed it could be anywhere the sargrass pocket dimension is a large place })

Tink only Highlight to display spoiler: {When you were scanning the lich in battle you recognized scrolls of greater teleport and plain shift}

You have the wind, that was your goal, do you really want to spend time you may not have trying to find a veritable needle in a haystack?


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Friday May 4th, 2018 9:52:57 AM

Restlin flies up to the forcecage that's trapped the wind. "Fantastic job, everyone. Another stupid evil do-er that underestimated us is dead...hopefully...and we have this wind."

He casts telekinesis and assists in lifting all the stuff off Zane to free him. "How are we going to transport this wind, anyway? I can't open a hole in the forcecage, and it will only last another minute or so. Got any bag of holding tricks up your sleeve, Bosk?"

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Friday May 4th, 2018 12:30:18 PM

Garret quickly dodges as the massive rocks around him start responding to gravity when Tink dismisses the spell. He kicks a rock or two as they pass by him on the way down.

When Restlin asks about the wind, Garret says, "Well, can you shrink down the cage, then stuff the cage in the bag so that when it expires, the wind will already be in the bag?"

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Friday May 4th, 2018 1:26:38 PM

Sesha checks her bags, then adds.

"I have this scroll of telekinetic sphere. It will last around 20 minutes. Do we think we can teleport back to where we met the Manfri who sent us out this way?"

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Friday May 4th, 2018 1:31:25 PM

"Thanks, I'd a been out in a minute or so, but that was faster. Zane says as he's unhurried.
Zane looks at Garret with a surprised, nay shocked look on his face....
"When'd you start paying attention to magic stuff? I was gonna suggest the same thing, but use the portable hole as it opens larger, but you'd need a wall or floor or something to open it onto. I could create a shadow Ice Wall, and then open the hole on the wall, then we just move the wall over the force cage.
I'd expire while we headed back where we need to be... The bridge in Hook City, right?, but then opening the hole, the wind would be at ground level where the blood grass is."


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Friday May 4th, 2018 2:49:55 PM

Restlin's as surprised as anyone at Garret's idea. "I don't have any way of doing that, but good idea, Dragon Wrestler. That forcecage is going to sit right where it is, as big as it is, until the spell expires. I can't do anything other than destroy it entirely.

"I think Sesha's telekinetic sphere idea is a winner, provided that when we blow that whistle or whatever it was to get us out of here, it can come with us. If not, we'll have to go with that portable hole idea."


RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Friday May 4th, 2018 9:20:44 PM

"Sorry Restlin but money is on him still being alive.. undead?.. somehwere. He had a couple of ways on him to get out of here. I recognised greater teleport and plane shift scrolls. Perhaps when we are done here we can hunt him done"

In regards to the wind

"We saw how violent that thing could get. Just to state the obvious here but we need to be careful with it"

She's in agreement with the telekinetic sphere approach.

------------------
Knowl Nature vs DC41: Can't make

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23 
Friday May 4th, 2018 9:29:31 PM

That sounds like a good plan. I'll also cast elemental swarm before we head out. They aren't the strongest allies, but a few extra eyes will keep us safe as we had back.

Oh, do we know if that soul sucking trap is out of commission now? I'd hate for some unsuspecting adventurer so stumble upon it after we leave.


Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells  d20+20=38 ; d20+21=23 ;
Sunday May 6th, 2018 10:18:32 PM

As I look for any of the Lich's remains I stumble upon the two halves of the Staff of Power. This is not good! The lich was using a staff of power. There is a chance the lich is still alive! I put the staff in my bag of holding and then cast detect magic to help determine what happened to the lich.

Actions
----------------------------
Knowledge Spellcraft to determine of the staff of power sent the lich to another plane of existence or it destroyed her = 38
Put staff in BOH
Cast detect magic to try to detect the lingering aura to determine what happend to the lich.

If we are jumping ahead I will also search for any items dropped
Perception = take 20 for 41.
I will also collect samples of the remains of everything we killed as trophies and spell components.
(There should be some on me hoens and weapons if not on the ground.)


Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 91 hp /169 (18 are temp) Spells 
Sunday May 6th, 2018 10:23:21 PM

ooc: Bosk is not pushing to chase the lich, just satisfying his curiosity.

I have a spare bag of holding with nothing else in it. We can put the wind in there.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Monday May 7th, 2018 7:12:40 AM

Before they leave Tink will encourage everyone to gather any items dropped by the ghosts or necromancer. You never know.

DM Mitch 
Monday May 7th, 2018 7:25:30 AM

Garett suggests the party shrink the cage and put it in a bag of holding to capture the wind.

Sesha suggests a telekinetic sphere and wonders if they can teleport back to the Manfri.

Zane is shocked at Garett’s suggestion and makes his own about using a portable hole and an ice wall.

Restlin asks for ideas on moving the wind and is also impressed by the idea, but points out that he can’t alter the already created forcecage. He thinks the telekinetic sphere is the best idea, and also remind the party about the magical whistle that will take them home.

Tink also likes the sphere idea and points out that their enemy is probably still very much alive. She advises caution with the wind and gathers any dropped loot.

Beri agrees with the rest and suggest summoning some elementals so they have extra eyes on the field. He wonders if the trap is disabled.

Bosk digs through the rubble and finds part of the staff of power from the Lich. He tries to determine if the lich died in the explosion, but between the magical remnants of the many explosions and the giant pile of rubble it’s impossible to tell for sure if the corpse is just buried or if he got teleported away. He offers his bag of holding for the wind as well.

Examining the stones with some Arcana Knowledge DC 35 reveals Highlight to display spoiler: {} with the stones now horribly out of alignment and the barriers down the trap is almost certainly disarmed. There is no hint of magic in any of the stones.[/b]

The Dragons have a plan to contain the wind and the whistle that sends them home. Are they heading out or still taking care of a few last minute things?


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil 
Monday May 7th, 2018 9:31:36 AM

Wyaar helps gather whatever can be gathered, but just shrugs about the wind and lets the more intelligent members of the group puzzl that out.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Monday May 7th, 2018 9:40:58 AM

Restlin looks crossways at Tink. "What do you mean, 'Sorry Restlin?' We're arguing the same thing, lady."

Anyways, Restlin hates...HATES...leaving a lich out there to reform, but he has a hunch that destroying the bloodgrass will have unpleasant effects for the lich as well, so he's ready to get out of this place.

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Monday May 7th, 2018 11:02:06 AM


"Alright then. Sphere it is."

Sesha casts Telekinetic Sphere around the forcecage.

"20 minutes folks. Lets blow that whistle."

Sesha keeps a stern countdown by the minute. Once everyone is done looting and prepping, she signals that its time to blow the whistle.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Monday May 7th, 2018 2:14:52 PM

Garret looks around and says, "You don't have to know much magic to know magic can shrink stuff. But that shows how much I know, because you can't actually shrink that thing, whatever it is."

He wanders around a bit and watches Bosk pick up the staff. He says, "Hey, you know that think is broken, right? I mean, are we just picking up all the trash we find now?" He winks at Bosk, then uses his toes to dig through some of the rubble, looking for anything useful.

When Sesha mentions the whistle, Garret looks up and says, "Wait, who has the whistle again?"

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Monday May 7th, 2018 2:37:02 PM

"So, you want that ice wall to open the portable hole on?" If yes, he casts it, and then helps to lift it up over the force cage if that's what is decided.

Whatever is decided, Zane is ready to go...

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23  2d4=4 ; d4=4 ;
Monday May 7th, 2018 9:04:37 PM

As Sesha starts her countdown, Beri finishes up his elemental swarm summons , calling forth 4 large and 4 huge air elementals by the time the countdown completes ( ten minutes after that the final greater elemental will appear ).

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 133 hp /169 (18 are temp) Spells  d6=5 ; d6=2 ; d6=6 ; d6=3 ;
Monday May 7th, 2018 11:13:21 PM

I hold my Bag of Holdings for the others to place the wind into. As we prepare to leave I channel energy to heal everyone for 16hp. This staff is worth well over 200,000 gold. Even damaged and paying the Catacombs restocking fee will offset our costs quite a bit...and if I can get it repaired...Before we go back I want to make sure everyone is prepared for whatever we have to face. Let me know if you are damaged.

ooc: I will heal everyone back to full heath. I have two restoration, lesser spells prepared and heal from a scroll. I will use these as needed to help restore the group. Please list how much HP you still need and how far your ability scores are drained so I can adjust my spells accordingly. [b]Note that I healed everyone for 16hp already and Wyarr healed everyone for 26hp. I will also cast False life on myself again to regain my temporary HP.

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 133 hp /169 (18 are temp) Spells  d6=5 ; d6=2 ; d6=6 ; d6=3 ;
Monday May 7th, 2018 11:13:21 PM

I hold my Bag of Holdings for the others to place the wind into. As we prepare to leave I channel energy to heal everyone for 16hp. This staff is worth well over 200,000 gold. Even damaged and paying the Catacombs restocking fee will offset our costs quite a bit...and if I can get it repaired...Before we go back I want to make sure everyone is prepared for whatever we have to face. Let me know if you are damaged.

ooc: I will heal everyone back to full heath. I have two restoration, lesser spells prepared and heal from a scroll. I will use these as needed to help restore the group. Please list how much HP you still need and how far your ability scores are drained so I can adjust my spells accordingly. [b]Note that I healed everyone for 16hp already and Wyarr healed everyone for 26hp. I will also cast False life on myself again to regain my temporary HP.

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Tuesday May 8th, 2018 5:11:12 AM

"Whoa whoa whoa!" Tink holds up her hands and steps back from the whistle "We just had a huge fight and used up a lot of resources. I for one have less than half my spells left. One more big fight and I'll be throwing sling bullets"

"If we are heading back to that Manfri guy, then yep, sounds like a plan. There's a place to rest. If we're heading back to the Wold I'm pretty hesitant. We've got a good defensible position here. We put the sphere forcecage in a bag of holding. That will contain it until we open it again. We take some time to heal our wounds, and as Bosk says, make sure we are prepared for what we have to face"

OOC: Sorry guys, but another combat like that would likely have Tink sidelined half-way through

DM Mitch 
Tuesday May 8th, 2018 7:35:34 AM

Wyar helps gather any items that can be found.

Restlin hates to let the lich go, but figures destroying the grass will ruin it’s day regardless.

Sesha casts the telekinetic sphere and lets everyone know they have 20 minutes.

Garett points out the staff is broken so why is Bosk taking it? Then he wonders who has the whistle.

Zane is still a bit uncertain about the plan.

Beri summons some elementals as planned.

Bosk points out that even broken the staff is valuable and he gets out a bag of holding to to the wind into.

Tink objects to leaving, pointing out they’ve had some tough fights and should probably rest.

On the one hand the party could use the rest - on the other who knows what’s going on back home. Can the afford another rest? (See e-mail)

Regardless of resting or not, eventually the party uses the whistle and finds themselves back in Hook City on the bridge. Or at least that’s probably where they’re at; it’s hard to tell with the field of bloodgrass covering everything.

The blood red grass stretches as far as the eye can see down both directions from the bridge. It’s hard to tell exactly how far it has spread on the ground, but it’s clearly spread in a much farther area than it should have in the time you were gone. It’s either accelerated it’s growth rapidly or you were gone far longer than expected.

The crystal sits about 40 feet away. It’s glowing and pulsing with power, so much so that the party can feel it even from this far away.


Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 142/150 (Spells) Luck Points: 9/22 
Tuesday May 8th, 2018 11:09:09 AM

Restlin's spell selection is still pretty strong, but knows what it's like when everyone insists on going forward & you know that you're almost useless.

"Tough call." He thumbs through the ritual book that Manfri gave them. "Says here we just have to perform this ritual, but who knows what bloodweed mad nasties are terrorizing Hook City. Of course, if there are bloodweed mad nasties terrorizing Hook City, the heroic thing to do would be go help as soon as we're able..." And just like that, Restlin's talked himself into leaving. "I say we go, but if you guys think we should wait, I won't argue."

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil 
Tuesday May 8th, 2018 11:12:02 AM

"I am more than able to continue as well.. hopefully that wind stays locked up and I'll be of more use if any bloodweed mad nasties come out, but while delaying may make things harder, having our spellcasters sidelined would make things far harder still.

Bosk AC: 40/18/36 (+1 Air Mastery) blur, blinking, DR10/magic, CMD: 35 133 hp /169 (18 are temp) Spells 
Tuesday May 8th, 2018 12:41:24 PM

We are talking about delaying part of a day in a scenario where there might be an angry lich waiting for us at our destination. I vote for resting up first.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28] 
Tuesday May 8th, 2018 1:04:55 PM

Garret, flying in place, just stares, open-mouthed, at the massive spread of the weed.

Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Tuesday May 8th, 2018 3:22:32 PM

"I have enough to enhance us, but prolly only enough for a single fight. Whichever you all decide I'll go by, I'm good with."
Zane takes a look to the sky, hoping to lay eyes on the ship, or possibly even the Inspector or one of his men, keeping watch for the Dragon's return....

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23 
Tuesday May 8th, 2018 9:17:04 PM

Beri shakes his head at the thought of what may be waiting for them.
I agree with Bosk. What we dealt with was a long string of safeguards that have likely been in place for a long time. And there were likely several similar locations to protect the other items. It's possible that everything was divided among the various stations, but assuming there was a backup plan in case one of the items was retrieved, we should assume the final effort to defeat his plan is going to be the strongest. And everything we've seen about this Lich suggests it won't be a single fight. The first attack resulted in endless waves of diseased enemies invading our city, and unless I miss my guess the last fight was actually multple traps we set off at once. I believe resting is the wisest course of action at this time, because if something is waiting for us we need to be ready for it..

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33] 
Wednesday May 9th, 2018 2:13:49 AM


"Well, we seem to have a consensus. Heroes can't help anyone if they are dead."

Sesha lets go of her Giant Form spell, and rests with the others.

-------------------------------------
Next day, in front of crystal
------------------------------------

"Well, that's a thing."

RobC - Katinka Hushfoot -- AC 38*/24*/29* (+2 vs Evil) -- CMD 26 -- HP 214+17/214 -- Spells -- Active Effects 
Wednesday May 9th, 2018 5:54:13 AM

Tink is quite relieved that the party agree to rest. She's confident they could overcome any obstacle they may face, but if something should happen to one of them and she couldn't do anything, well, she couldn't live with that.

Now fully rested she is ready to go.



DM Mitch 
Wednesday May 9th, 2018 6:06:55 AM

Restlin debates the merits between staying and going but decides to cast his vote for leaving.

Wyaar says he can continue on but questions the wisdom in having their spellcaster’s sidelined.

Bosk votes for resting as an angry lich might be waiting upon their return.

Garret floats starring open mouthed at all the grass.

Zane says he has enough magic to enhance the party for a single battle and leaves the resting decision to the rest of the party. Zane then takes to the sky hoping to see either Auslander or Starblazer.

Beri says he agrees with Bosk and postulates that there could be a backup plan enacted if an item was retrieved. He suggests the Lich won’t be waiting for them with a single fight since the first attack was waves of diseased creatures attacking Hook City and the second fight was multiple traps they set off at once.

(Know Arcana 23 + Detect Magic) Highlight to display spoiler: {You detect a strong aura of abjuration emanating from somewhere near the crystal }

Sesha rests with the others and comments on the crystal the next day.

As Zane flies up he gets a better view of the city. It seems that almost the entire town has succumbed - grass spreads as far as the eye can see and tiny dots of movement can be seen here or there.

Restlin’s consultation of the ritual book gives the party more insight as to what exactly they have to do. It seems that someone will have to make a performance - the type of performance doesn’t seem to matter except it can't be comedy, only that some type of performance occurs. As the performance begins the ritual object must make contact with the meteor.

There is danger in the ritual. The crystal will give off powerful negative energy and the grass being spread will resist being purged. The other party members can use raw ability checks to assist the party member with their performance, for example fighting back the grass using strength or raw will power, warding it away with incense while not touching it, or assisting the performance with a Charisma check.

Once the ritual is completed the Bloodgrass in town should die off, and any local infected be cured of the infection.


Zane (JCC) AC 46(33), CMB 22, CMD 38, HP (4nl)202/268, Blindsense 60' Character 
Wednesday May 9th, 2018 8:54:35 AM

"I haven't practiced in years, but the Monks at the monastery taught me to dance when I was younger to improve my body and limb coordination. When I was small, I really was a klutz." Highlight to display spoiler: { Perform dance+11}

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 150/153, DR 5/Evil 
Wednesday May 9th, 2018 9:57:28 AM

"What I lack in talent I will make up for in enthusiasm with whomever does the performance," Wyaar offers and spends a few minutes scanning over the area around the crystal with Detect Evil just to be sure there are not nasty surprises about.

Restlin (Carl) -- AC +16/+7/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 9/22  d20+22=24 ;
Wednesday May 9th, 2018 9:59:17 AM

Restlin tosses the ritual book in his pack and turns to Zane. "I've been practicing for this for a while now, think I've got it." (Perform: storytelling +17, more w/ luck points)

"Hey rock!" he calls out. "Let me tell you why this plan of yours is nonsense. You see, me and my friends here..."

Perform: 24 - a disappointing start, but it happens.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 206/232 Ki:9/17 CMD: 49 SR: 28]  d20+7=9 ;
Wednesday May 9th, 2018 11:31:28 AM

When the performance is mentioned, Garret leans to the side, preparing to "perform," but then Restlin says it can't be a comedy bit. Garret stands back up, then lets one slip and he smiles. "Sorry, that's all I've got."

As the others make offers, Garret says, "Well, I'm not sure what else I can do, but I can try and keep those grasses and vines away from you performing types." He goes up to attempt to pull some vines away from the rock, but slips and falls on his knee.

OOC:
Garret does actually have a stinking 40 in acrobatics, but that's nowhere near as fun as I imagine Restlin's storytelling will be! Strength check: 9

Sesha [AC 35 /23 To/35 Fl] | HP 146/129 | CMD 33]  d8=3 ; d20+15=35 ;
Wednesday May 9th, 2018 2:08:54 PM


During their time with the Sultan and his people, Sesha had shown she had some skill in performing dances. They were a regular past-time of her life-kin, the barbarians who raised her, and so now she danced one of the dances of her people.

She dances the Story of the Snake, the animal which she as a drow was named after. Her movements are lithe and limber, and tiny beads of sweat accumulate as she slowly moves and twists her small body.

Perform: 35 - Nat 20.

Beriothian -- AC:38/18/36 HP: 166/231 CMD = 23  d20+27=39 ; d20+4=13 ;
Wednesday May 9th, 2018 9:04:57 PM

The druid shakes his head when he hears mention of a performance. The party's adventures have taken him across the Wold, and he can transform into many creatures people have never even heard of, but to actually perform is another story. Beri digs through his pack looking for inspiration.

Well I have this hand puppet that I suppose I could... maybe.. Oh! Did you just say that I can fight back using raw will power, well that's a whole different story. I'll just put away this little guy then and leave the performing to the more talented members of the team.

The druid puts the puppet back in his bag, and transforms into an air elemental so he can hover above the plants, and fights the plants back using raw will power.

Will check = 39

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