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Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33] 
Wednesday June 6th, 2018 11:06:47 PM


Still alone in the realm of shadow, Sesha puts to practice some of her training from the WLA. She uses her expertise in the spectral hand spell, and does it quickly. She dismisses her shadow walk spell, and takes a quick look around the field.

"I think that was a close to death without seeing Gargul's face as I can get."

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d4+1=4 ;
Thursday June 7th, 2018 12:06:46 AM

With all the enemies seemingly well in hand, Tink ceases her concentration on her Telekinesis spell and lets it fall.

Tink is in agreement with Zane's assessment. With no visible threats to the Iron Dragons she starts a summoning spell to bring some relief to those around

(Start casting SMVII to bring in 4 x Bralani Azata. Her intention being to send them around other areas to bring some healing relief)

DM Mitch 
Thursday June 7th, 2018 12:34:22 AM

The Iron Dragons eliminate the rest of the current threat. All seems to be peaceful for a moment, which is odd because surely more enemies were coming...

A rumbling, shifting wave of earth is moving towards the Dragon's bellow. Something is attempting to burrow past the defensive line!

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169   d20+27=46 ; d20+27=43 ; 3d8+12=22 ; 3d8+12=28 ; 4d6=11 ; d20+25=30 ; 2d8+6=18 ; 4d6=17 ; d20+28=35 ; 2d6+13=23 ; 4d6=12 ; d20+22=40 ; 3d8+12=19 ; 4d6=12 ; d20+20=31 ; 2d6+8=20 ; 4d6=13 ; d20+17=29 ; 3d8+6=20 ; d6=5 ; 4d6=14 ; d20+15=17 ; 2d6+8=18 ; 4d6=15 ; d20+29=36 ; 3d8+12=27 ; 4d6=13 ; 2d6=7 ; d20+29=49 ; d20+29=32 ; d20+29=33 ; d20+29=40 ; 3d8+12=34 ; 3d8+12=28 ; 3d8+12=20 ; 3d8+12=29 ; 4d6=11 ; 4d6=15 ; 4d6=14 ;
Thursday June 7th, 2018 12:59:19 AM

I keep calling out the location of any invisible enemies (standing order every round) as I continue my onslaught of blade, spike and horn. Blood flies as I tear into my enemies.

Actions - 5ft step to place myself optimally for attacking (flanking with another member if possible, which should not be hard given their size and my 15ft reach, in not placing myself so that I can attack as many enemies as possible) and attack the lych. If it dies attack the other lych.
------------------------
(If applicable, I can see invisibility, reach is 15ft, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)
AoO against red dragon as it casts time stop, hit with Bastard Sword hit AC 43 for 24 dmg + 7 sneak dmg = 31 dmg

(Note that I am down to 3 AoO per turn because of Righteous might penalty)

Main Hand Atk 1 Hit AC 49 (confirm crit = 48) for 22 dmg (50 if crit) + 11 sneak dmg = 33 dmg 61 if crit
Off Hand Atk 1 Hit AC 33 for 18 dmg + 17 sneak dmg = 31 dmg
Nat Atk Horn Gore Hit AC 38 for 23 dmg +12 sneak = 35 dmg
Main Hand Atk 2 Hit AC 43 for 19 dmg + 12 sneak dmg = 31 dmg
Off Hand Atk 2 Hit AC 34 for 20 dmg + 13 sneak = 33 dmg
Main Hand Atk 3 Hit AC 32 for 20 dmg + 14 sneak dmg = 34 dmg
Off Hand Atk 3 Hit AC 20 for 18 dmg + 15 sneak = 33 dmg
Extra Attak from Haste Hit AC 41 for 27 dmg + 13 sneak +7 bane from embryon's tear = 47 dmg

AoO If needed for the enemies round/action (Reach 15ft, see invisible, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)
AoO 1 with Bastard Sword hit AC 52 (nat 20, confirm crit = 35) for 34 (62dmg if crit) + 11 sneak dmg = 45 dmg, 73 if crit
AoO 2 with Bastard Sword hit AC 36 for 20 dmg + 15 sneak dmg = 35 dmg
AoO 3 with Bastard Sword hit AC 43 for 29 dmg + 14 sneak dmg = 43 dmg
(Note that I am down to 3 AoO per turn because of Righteous might penalty)

+3 to atk and weapon dmg were added for after rolling for Inspire Courage
(Attacks have +1 haste, +1 hero's feast, +2 blink, +2 flank. +2 bonus for being by Restlin. Bosk has a 15ft reach.)

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

Restlin (Carl) -- AC +12/+7/+9 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Thursday June 7th, 2018 10:00:45 AM

Restlin makes his way over to Sesha. "See that frozen dragon over there? Guess who did that. You get two guesses." He squeezes her hand in a "I'm really glad you're not dead" way.

Then the ground starts shaking and that stupid, no good, jerk of a dragon dispelled his overland flight. Luckily, he's got boots of levitation. He clicks his heals and starts getting himself off the ground.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil  9d6=30 ; d20+29=47 ;
Thursday June 7th, 2018 11:33:08 AM

Wyaar slaps himself on the arm and looks down at the shifting wave of earth beneath them with a frown, "Um.. can one of you magic" finger waggle for emphasis on magic, "folks do something about that?" He also looks around the field to make sure nothing else is trying to sneak by them

~~~~~~~

Swift Action: Lay on Hands for 30 to self

Perception 47


Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33] 
Thursday June 7th, 2018 11:45:30 AM


She squeezes his hand back, and as Restlin floats upwards, she grabs her man by his component pouch and tugs him back down to the ground. She unbuckles it, then casts greater polymorph, before giving him back his component pouch.

"You speak Auran. You have your components. Go, fly, be the whirlwind of your god and bring death to our enemies. "

Standard: Cast Greater Polymorph, Elemental Body III on Restlin. (Restlin gains Large Size, Whirlwind, Flight 60ft good, +4 Dex, +4 Natural Armor, and +2 strength)
Move: Flies up off the ground 60 feet.



Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 193/232 Ki:14/17 CMD: 49 SR: 28] 
Thursday June 7th, 2018 12:35:35 PM

Garret quickly dives towards the front end of whatever is burrowing along the ground, hoping to get a glimpse of whatever it is up close.

Zane (JCC) AC 48, CMB 22, CMD 38, HP 268/268, Blindsense 60' Character 
Thursday June 7th, 2018 2:10:32 PM

Zane furls his wings, dropping like a rock only to spread his wings and stop his fall just as he landed. He's ahead of the "ripple" in the groun and he plans on making enough commotion with his landing to send his own tremors to be sensed by whatever it is that's tunneling......

Action, jump up and down if needed to attract attention.....

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26  d20=17 ;
Thursday June 7th, 2018 4:21:39 PM

"Much better," whooshes Restlin in auran. He wonders if Sesha speaks it. He wonders how she knew he spoke it.

Regardless, instead of gently levitating, he flies 60' up.

AC is 35/26/30 this round. CMD is 37.

Beriothian -- AC:38+4/18/36+4 HP: 248/231 Blink: 50% miss, CMD = 23  5d6=14 ; 3d6=15 ; 3d6=15 ; d20+32=33 ; d20+32=33 ; d20+27=41 ; d20+27=31 ; d20+22=35 ; d20+22=42 ; d20+22=38 ; d20+20=36 ; d20+20=40 ; d20+20=21 ; d20+15=17 ; d20+15=33 ; d20+10=23 ; d20+10=15 ; 3d6+19=29 ; 3d6+19=30 ; 3d6+19=28 ; 3d6+19=29 ; 3d6+19=24 ; 3d6+19=29 ;
Thursday June 7th, 2018 9:25:27 PM

The druid watches as some of his compaions fly up to meat the attack.
He tries to guess the size of the creatures based on the size of the earth mound and adjusts his height to stay out of reach.
I'll try to prevent them from getting past us should they not take the bait.
He preapares to cast Transmute Mud to Rock should the attackers continue their dig past the Garret and Zane towards the circle

***
The lightning continues to be heald until an enemy should reveal itself.

**lightning storm**
A lightning bold comes crashing down, striking the white dragon for 14 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking the white dragon for 15 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking the white dragon for 15 damage.

***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 giants also make sure they are a safe distance above the ground , and keep their bows trained on the oncoming wave of earth.

SG1 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 34
damage 1 = 29

attack 2 = 17
damage 2 = 30

attack 3 = 23
damage 3 = 28

SG2 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 33
damage 1 = 29

attack 2 = 33
damage 2 = 24

attack 3 = 15
damage 3 = 29

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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


Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169  
Thursday June 7th, 2018 10:00:18 PM

I wait, floating just behind Zane and hold my full round attack until it surfaces.

If it is going to go out of my reach without surfacing (I have tremor sense) I will use my attack to stab into the ground at the creature. (,I assume this will give it a bonus to AC).

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Friday June 8th, 2018 4:10:18 AM

Tink ascends to a good 45ft in the air to get a look as to the size of the creature, but also to survey the widespread battlefield

[DM Hugh] Land Serpeant HO!!!  d20+20=21 ; d20+20=28 ; d20+20=21 ; d20+33=48 ; d20+33=43 ; d20+33=48 ; d20+33=36 ; d20+33=46 ; d20+33=44 ; d100=54 ; 6d10+14=38 ; 6d10+14=52 ; d20+45=47 ; d20+45=63 ;
Friday June 8th, 2018 9:39:21 AM


Restlin makes it over to see Sesha squeezing her hand pointing out his frozen handiwork and activating his boots of levitation.

Wyaar heals himself and asks the others about doing something about the burrowing creatures below them.

Sesha squeezes Restlin’s hand back and then turns him into an air elemental while borrowing his spell component pouch.

Garret dives towards the burrowing creatures hoping to get a glimpse at whatever is below the surface.

Zane lands and tries to attract some attention.

Beri prepares to cast transmute rock to mud should the creatures continue past Zane and Garret.

Tink ascends to 45 feet to get a better look at whatever is below as well as the greater battlefield.

Bosk holds his attack until something surfaces when it does he sees what appears to be a gargantuan deep land!?! serpeant. He hits it with 4 attacks for a whopping 207 damage.

At this time Beri’s held lightning bolts and his giants held attack slam into the creature, it partially avoids one of the lightning bolts and his Giant’s manage to only hit it once but the creature is still up.

5 more gargantuan land serpents erupt from the ground encircling Zane and Garret.

Garret gets bitten by one of the land serpents and becomes grappled (48 vs AC; 54 vs 20 ; 38 damage; 63 vs CMD)

Another one bites Zane (48 vs AC; 54 damage; 47 vs CMD)

The others all miss their targets.

You now have to deal with what appear to be 6 deep land serpents.
LAND SERPENT 1: AC 34 - grappling Garret
61 damage + 35 damage + 31 damage + 33 damage + 47 damage = 207
Beri’s Lightning Storm 14, 7, 15 = 243 total
Beri’s Giant’s : 29 = 272 total

LAND SERPENT 2: Unscathed

Land Serpent 3: Unscathed -grappling Zane

Land Serpent 4: Unscathed

Land Serpent 5: Unscathed

Land Serpent 6: Unscathed



Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 18/26  d20+17=36 ; d20=14 ;
Friday June 8th, 2018 10:21:02 AM

Restlin is not going down there. No sir.

...but he can still help. He starts by throwing a little red ball that turns into a big orange fireball right down on the serpents. His friends are completely unscathed, as is that giant.

***

Move: Hover at about 40'. That should keep his friends in range of his +2 bonuses. Fly check autopasses.
Standard: Maximized, selective fireball hitting all those serpents. 60 damage each. Reflex DC 36 for half damage.

AC is 32/23/27 this round. CMD is 34.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 193/232 Ki:13/17 CMD: 49 SR: 28]  d20+41=60 ; d20+41=55 ; d20+41=61 ; d20+45=52 ; d20+36=55 ; d20+40=58 ; d20+36=37 ; d20+31=41 ; d20+31=50 ; d20+35=39 ; d20+26=45 ; d20+30=43 ; d20+41=43 ; 6d8+20=45 ; 2d8+20=34 ; 2d8+20=27 ; 2d8+20=31 ; 2d8+20=26 ; 2d8+20=26 ; 2d8+20=28 ; 2d8+20=30 ; 6d8+20=50 ; 2d8+20=31 ; 2d8+20=26 ; 2d8+20=29 ; 2d8+20=25 ;
Friday June 8th, 2018 11:30:02 AM

Garret takes the bite in stride and yells out, "Wormies!"

He quickly squirms out of the grasp of the creatures and lets rip with a flurry of blows.

OOC:
Garret has a ring of freedom of movement, so can slip from the grasp of the worm. Should the first die, he will swap to another, if possible.

Flurry of attacks hit AC: 60 (threat: confirm with 59), 61 (threat: confirm with 52), 55 (threat: confirm with 58), 37, 41, 50 (threat: confirm with 39), 45 (threat: confirm with 43), 43
Damages: 45+34+27+31+26+26+28+30= 247
Critical damages (oh, please don’t be immune to crits): 50+31+26+29+25= 161

Flying: all opponents -1 to hit & damage; fly: 90ft
+1 morale bonus on attack rolls, will saves
+4 bonus to saves against poison & fear
+5 attack and damage bonus
Haste +1 attack rolls, +1 to reflex saves
+2 attacks, saves and skills from Restlin
+3 attacks and damage from Azata


Zane (JCC) AC 48, CMB 22, CMD 38, HP 214/268, Blindsense 60' Character  d20+28=48 ; d20+28=37 ; d20+28=46 ; d20+28=29 ; d20+28=34 ; d20+28=34 ; d20+28=40 ; d20+28=47 ; 2d6+30=38 ; 2d6+30=37 ; 2d6+30=37 ; d6+27=32 ; d6+27=29 ; d8+27=35 ; d8+27=35 ; 2d6=9 ; 2d6=5 ; 2d6=10 ; 2d6=6 ; 2d6=8 ; 2d6=7 ;
Friday June 8th, 2018 4:14:36 PM

(With the spells in effect, Zane's CMB/CMD are 6 higher than his base listed in header, still grappled)

Being grappled, due to no Water weave vest, Zane decides that he'll just all out attack the worm. Since they are all natural weapons, he's at -2 to hit, but the worm is at -4 AC because it's also got the Grappled condition.

Bite AC 48 (37 confirm) Damage 38 (+37 crit) (+9 holy)
Claw AC 46 Damage 35 (+5 holy)
Claw AC 29 Damage miss
Wing AC 34 Damage 32 (+10 holy)
Wing AC 34 Damage 29 (+6 holy)
Tail AC 40 Damage 35 (+8 holy)
Haste AC 47 Damage 37 (+7 holy)

Over the rings, "If it pins me, I'll need help, unless I can just kill it...."


Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33] 
Friday June 8th, 2018 8:52:10 PM


Sesha also has no desire to land close to the scrum, so she begins summoning in a little help.

Zane (JCC) AC 48, CMB 22, CMD 38, HP 224/268, Blindsense 60' Character 
Friday June 8th, 2018 9:38:02 PM

Correcting my HP... forgot about the Stoneskin I cast earlier....

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+24=41 ; d20+24=30 ; d20+17=37 ; d20+17=29 ;
Friday June 8th, 2018 11:49:55 PM

Tink's eyes go wide at the sight of the land serpants. She can only imagine that the Sarr has maipulated these monsters in some way and given them new powers.

She tries to identify any weaknesses or defenses they may have.

Zane is too close for Tink to be able to safely send in a fireball. Like Sesha, Tink starts summoning.

-------------
Checks to identify the creatures weaknesses/defences:
--- Knowl Arcana: 41
--- Knowl Dungeoneering: 30
--- Knowl Nature: 37
--- Knowl Planes: 29

Casting: Summon Monster VIII


Beriothian -- AC:38+4/18/36+4 HP: 248/231 Blink: 50% miss, CMD = 23  3d6=9 ; 3d6=12 ; 3d10=20 ; 3d10+20=32 ; 3d10+20=33 ; 3d10+15=25 ; 3d10+15=24 ; 3d10+10=25 ; 3d10+10=27 ; d20+20=29 ; d20+20=32 ; d20+15=21 ; d20+15=32 ; d20+10=14 ; d20+10=22 ; 3d6+19=25 ; 3d6+19=28 ; 3d6+19=28 ; 3d6+19=26 ; 3d6+19=26 ; 3d6+19=32 ;
Saturday June 9th, 2018 12:04:54 AM

Beri directs the giants to attack, starting with Serpent 1, then serpent 3, then move on to whichever serpent is closest to the circle.
He then channels his remaining elemental swarm spell to summon another storm giant.
***

**lightning storm**
A lightning bold comes crashing down, striking the white dragon for 20 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking the white dragon for 9 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking the white dragon for 12 damage.

***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 giants see the land serpants below them. They make sure they are out of their reach, and send another volley of arrows at the giants.

SG1 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 29
damage 1 = 25

attack 2 = 21
damage 2 = 28

attack 3 = 14
damage 3 = 28

SG2 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 32
damage 1 = 26

attack 2 = 32
damage 2 = 26

attack 3 = 22
damage 3 = 32

SG3 (being summoned) HP = 237 (Haste +1 attack rolls, +1 to reflex saves)

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil 
Sunday June 10th, 2018 10:41:01 AM

Wyaar flies to be 60' up above the worm things.

---

Crazy weekend.

[DM Hugh] Record keeping post  d20+20=24 ; d20+20=25 ; d20+20=36 ; d20+20=32 ; d20+20=37 ; d20+20=26 ; d20+45=57 ; d20+20=36 ; d20+20=34 ; d20+20=37 ; 6d10+14=45 ; d20+33=52 ; d20+33=38 ; d100=82 ; d20+33=43 ; 6d10+14=52 ; 6d10+14=35 ;
Sunday June 10th, 2018 11:59:43 PM

FYI

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169   d20+30=44 ; 3d8+12=20 ; 4d6=10 ; d20+25=35 ; 2d8+6=8 ; 4d6=11 ; d20+31=46 ; 2d6+13=22 ; 4d6=12 ; d20+22=41 ; d20+22=41 ; 3d8+12=33 ; 3d8+12=27 ; 4d6=12 ; d20+23=37 ; 2d6+8=18 ; 4d6=12 ; d20+20=33 ; 3d8+6=18 ; 4d8=17 ; d20+18=20 ; 2d6+18=23 ; 4d6=18 ; d20+29=43 ; 3d8+6=22 ; 4d6=18 ; 2d6=9 ; d20+29=30 ; d20+29=46 ; d20+29=43 ; 3d8+9=21 ; 3d8+9=18 ; 3d8+9=21 ; 4d6=14 ; 4d6=14 ; 4d6=10 ;
Monday June 11th, 2018 12:18:57 AM

I smile as I see the damage my ambush (last round) caused and that my attacks of opportunity landed (damage was not yet added in the last post). Let's show these serpents what it means to face dragons! I continue attacking my quarry unceasingly, and if it falls move onto the next closest serpent.

Actions - 5ft step to place myself optimally for attacking (flanking with another member if possible, which should not be hard given their size and my 15ft reach, in not placing myself so that I can attack as many enemies as possible). I will start with the serpant I was attacking before and if it dies move on the the next closest.
------------------------
(If applicable, I can see invisibility, reach is 15ft, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)
AoO 1 with Bastard Sword hit AC 52 (nat 20, confirm crit = 35) for 34 (62dmg if crit) + 11 sneak dmg = 45 dmg, 73 if crit
AoO 2 with Bastard Sword hit AC 36 for 20 dmg + 15 sneak dmg = 35 dmg
AoO 3 with Bastard Sword hit AC 43 for 29 dmg + 14 sneak dmg = 43 dmg
(Note that I am down to 3 AoO per turn because of Righteous might penalty)

Main Hand Atk 1 Hit AC 44 for 20 dmg + 10 sneak dmg = 31 dmg
Off Hand Atk 1 Hit AC 38 for 8 dmg + 11 sneak dmg = 19 dmg
Nat Atk Horn Gore Hit AC 46 for 22 dmg +12 sneak = 34 dmg
Main Hand Atk 2 Hit AC 41 (confirm crit = 41) for 33 dmg (50 if crit) + 12 sneak dmg = 62 dmg
Off Hand Atk 2 Hit AC 37 for 18 dmg + 12 sneak = 30 dmg
Main Hand Atk 3 Hit AC 33 for 18 dmg + 17 sneak dmg = 35 dmg
Off Hand Atk 3 Hit AC 20 for 23 dmg + 8 sneak = 31 dmg
Extra Attak from Haste Hit AC 45 for 24 dmg + 18 sneak +9 bane from embryon's tear = 51 dmg

AoO If needed for the enemies round/action (Reach 15ft, see invisible, 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 21 dmg+ 14 sneak dmg = 35 dmg
AoO 2 with Bastard Sword hit AC 49 for 18 dmg + 14 sneak dmg = 32 dmg
AoO 3 with Bastard Sword hit AC 46 for 21 dmg + 10 sneak dmg = 31 dmg

Highlight to display spoiler: {
Also, Bosk has a contingency spell in place as well. To cast cure critical wounds if his hp drops below 25%. This was cast from his staff.

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 SPIDER VENOM on flail
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.
Spells
}



Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169  
Monday June 11th, 2018 12:24:15 AM

ooc: Make my second target the serpent attacking Zane, if possible.

DM Mitch 
Monday June 11th, 2018 5:37:25 AM

Restlin is not going down there so he throws a maximized selective fireball in the midst of the land serpents.

Garret flurries the land serpent that attempted to grapple him and utterly destroys it unfortunately for the halfling monk the other Serpent’s are out of his reach.

Dragon-Zane fully attacks the serpent grappling with him.

Sesha starts summoning help.

Tink tries to identify info about the land serpents while she starts summoning.
(Tink Highlight to display spoiler: {You know that they are immune to cold, have resist fire 30, a burrow speed of 50 feet with a surge speed of 400 and can swallow things whole.}

Beri sends his lightning bolts into the serpents and directs his giants to attack Serpent 3 and one of them would have hit the serpent except it was thrown off by not wanting to hit Zane (OOC: don’t see precise shot in Giant’s entry so it takes a -4 on attack roll)

Wyaar gets higher above the fray.

Bosk tears into serpent 4 as it dives back into the ground, doing heavy damage but not quite killing it.

The 5 remaining serpents move.

Serpent 3 swallows Zane whole (57 vs CMD; and take 41 bite damage). Zane can attempt to escape to its mouth(escape grapple) or cut his way out using a slashing or piercing weapon.(make attack + damage rolls)

Serpent 2 attacks Garret with a full attack action (52 vs AC; threat of critical; 43 to confirm; 82 vs 20 = hit; 52; +37 if critical for 89 on critical hit) biting the halfling HARD and missing with its tail (38 vs AC)

The other 3 serpents submerge themselves below the ground burrowing back down; will they move along to another part of the circle with easier prey unless something is done?


[DM Hugh] Enemy HP tracker 
Monday June 11th, 2018 6:11:47 AM

AC 34
LAND SERPENT 1:
61 damage + 35 damage + 31 damage + 33 damage + 47 damage = 207
Beri’s Lightning Storm 14, 7, 15 = 243 total
Beri’s Giant’s : 29 = 272 total
Round 2:
Restlin’s fireball 30 = 302 total
Garret’s flurry = 549 total = dead

LAND SERPENT 2: - in melee w/ Garret
Bosk AOO: 73
73 damage total
Round 2:
Restlin’s fireball 30 = 103 total
Beri’s lightning storm: 10, 4, 6 = 123 total

LAND SERPENT 3: Swallowed Zane Whole
Round 2:
Reflex success; no damage
Zane:
Bite AC 48 (37 confirm) Damage 38 (+37 crit) (+9 holy)
Claw AC 46 Damage 35 (+5 holy)
Claw AC 29 Damage miss
Wing AC 34 Damage 32 (+10 holy)
Wing AC 34 Damage 29 (+6 holy)
Tail AC 40 Damage 35 (+8 holy)
Haste AC 47 Damage 37 (+7 holy)
288 damage total

LAND SERPENT 4: below ground
Bosk AOO: 35
35 damage total
Round 2:
Restlin’s fireball 30 = 65 total
Bosk full attack 262 = 327 total

LAND SERPENT 5: below ground
Bosk AOO: 43
43 damage total
Round 2:
Reflex success; no damage 43 total

LAND SERPENT 6: below ground
Round 2
Reslin’s fireball 30 = 30 total


Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d3=1 ; d100=30 ; d20+14=22 ; d20+14=31 ; 8d6=36 ; 8d6=25 ; d6=6 ; d6=3 ; d20+20=21 ;
Monday June 11th, 2018 11:34:14 AM

Seshas Witchfire is summoned into existance, darfed by a giant land shark. Faith looks the creature up and down, and mutters some choice words for Sesha.

"Sorry!, Sesha apologizes to her friend, which is as much time as she can afford to spare right now.

Sesha uses her divine bond with Serenbeth. They might need some more help here before the day was done. She duplicates the effect of Divination, and asks Serenbeth a question.

"Little Spirit, I know you know I don't have much time. We are facing waves of enemies who would try to extinguish the light that your beloved servant is trying to bring to the world. My question is, what's coming next?"

She then readies a Dominate Monster spell, waiting for Land Serpent 6 to come above ground. (Perception check 21 to recognize 6. If that is impossible, she wants to snag one not covered in blood._

Standard: Readied Dominate Monster w/ Focused Curse -> Will Save DC 32 or Serpent
Movement: None
Swift: Blood Witch Ability, Divine Appeal. Duplicate the effects of Divination. (30%, divination passes)

-----Summoned Creatures-------

Witchfire full attacks the Worm it was summoned next to.

Hits Land Serpent 3 touch AC 22 for 42 fire damage. It must pass a will save vs Witchflame: DC 22 or gain fire vulnerability and be covered in green faerie fire.

Hits Land Serpent 3 touch AC 31 for 28 fire damage. If it is already suffering from Witchflame, it takes +50% damage. (Or might otherwise be modified by other vulnerabilities or resistances.) If it is NOT already suffering from Witchflame, it needs to save again vs DC 22.



Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 104/232 Ki:12/17 CMD: 49 SR: 28]  d20+41=42 ; d20+41=49 ; d20+36=40 ; d20+36=41 ; d20+31=34 ; d20+31=46 ; d20+26=32 ; d20+41=49 ; 2d8+20=27 ; 2d8+20=28 ; 2d8+20=30 ; 2d8+20=29 ; 2d8+20=33 ; 2d8+20=33 ;
Monday June 11th, 2018 11:55:38 AM

Garret watches the first serpent fall, then screams out, "OW!" when the second one takes a bit out of his rear end. He can see the others are trying to escape, so he figures he needs to try and take this one out as soon as possible. He calls out, "For the Wold!" as he renews attacks against the massive creature.

OOC:
Flurry #2, ki for an extra attack. Hits AC: 42 (nat 1, miss), 49, 40, 41, 34, 46, 32 (miss), 49
Damages: 27+28+30+29+33+33 = 180

Flying: all opponents -1 to hit & damage; fly: 90ft
+1 morale bonus on attack rolls, will saves
+4 bonus to saves against poison & fear
+5 attack and damage bonus
Haste +1 attack rolls, +1 to reflex saves
+2 attacks, saves and skills from Restlin
+3 attacks and damage from Azata

Zane (JCC) AC 48, CMB 22, CMD 38, HP 193/268, Blindsense 60' Character  d20+28=45 ; d20+28=47 ; d20+28=46 ; d20+28=34 ; d20+28=37 ; d20+28=32 ; d20+28=42 ; 2d6+30=40 ; 2d6+30=37 ; d6+27=30 ; d6+27=29 ; d8+27=31 ; d8+27=29 ; d8+27=31 ; 2d6=12 ; 2d6=9 ; 2d6=4 ; 2d6=5 ; 2d6=4 ; 2d6=6 ; 2d6=6 ;
Monday June 11th, 2018 2:05:23 PM

Over the Rings, "I'll climb out after I kill it, I'm only slightly hurt so no worries. By the way, never hesitate to drop a fireball on me, unless I can't evade it for some reason and it'll kill me outright. I've been hurt before, I'll get hurt again."
Zane just unleashes another round of attacks, this time from inside the worm, should be hard to miss.

Damage types:Highlight to display spoiler: {
Bite = Bludgeoning, Piercing & Slashing
Claw = Bludgeoning & Piercing
Wing & tail = Bludgeoning
}

Bite AC 45 Damage 40 (+12 holy)
Claw AC 47 Damage 31 (+9 holy)
Claw AC 46 Damage 29 (+ 4 holy)
Wing AC 34 Damage 30 (+5 holy)
Wing AC 37 Damage 29 (+4 holy)
Tail AC 32 Damage 31 (+6 holy)
Haste Bite AC 42 Damage 37 (+6 holy)

When the worm dies, Zane will try to work his way out.....

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169   d20+30=39 ; 3d8+15=35 ; 4d6=18 ; d20+28=34 ; 2d6+11=20 ; 4d6=11 ; d20+30=48 ; 2d6+16=28 ; 4d6=18 ; d20+25=31 ; 3d8+15=32 ; 4d6=15 ; d20+23=41 ; 2d6+11=17 ; 4d6=16 ; d20+20=40 ; d20+20=36 ; 3d8+9=28 ; 3d8+9=16 ; 4d6=18 ; d20+18=24 ; 2d6+11=17 ; 4d6=15 ; d20+32=50 ; 3d8+11=26 ; 4d6=10 ; 2d6=11 ; d20+32=52 ; d20+32=33 ; d20+32=35 ; d20+32=41 ; 3d8+15=30 ; 3d8+15=31 ; 3d8+15=25 ; 4d6=21 ; d3=3 ; d3=3 ; 4d6=14 ; 4d6=14 ;
Monday June 11th, 2018 3:47:26 PM

The music fills me with strength and energy as I land blow after blow, my fury and need for vengeance flowing out of me while in no way lessening my unending ache for vengeance. What had it been, fifty blows? Somehow I know this is what I was born to do. What is it Gargul said when he initiated me into his service?
"I AM WEARY OF THE POWERS OF THE SOUTH SUBVERTING MY PRIESTS, ESPECIALLY THOSE AS IMPORTANT AS THE GRIM."

He then raised his fist to the sky and shouted, "HEAR ME POWERS OF THE SOUTH! THIS GRIM IS BEYOND YOUR REACH. HIS SHADOW WILL REMAIN NAILED WITHIN MY PLACE OF JUDGEMENT. COME CHALLENGE ME IF YOU DARE!" And now here I find myself, fighting an Immortal Power of the South, his prediction come to pass.

Actions - 5ft step to place myself optimally for attacking (flanking with another member if possible, which should not be hard given their size and my 15ft reach, in not placing myself so that I can attack as many enemies as possible). I will start with the serpent grappling Zane, and if it dies move on the the next closest.
------------------------

Main Hand Atk 1 Hit AC 39 for 35 dmg + 18 sneak dmg = 53 dmg
Off Hand Atk 1 Hit AC 34 for 20 dmg + 11 sneak dmg = 31 dmg
Nat Atk Horn Gore Hit AC 49 for 28 dmg +18 sneak = 46 dmg
Main Hand Atk 2 Hit AC 31 for 32 dmg + 15 sneak dmg = 47 dmg
Off Hand Atk 2 Hit AC 41 for 17 dmg + 16 sneak = 33 dmg
Main Hand Atk 3 Hit AC 40 (confirm crit = 36) for 28 dmg (44 with crit) + 18 sneak dmg = 46dmg, with crit =62 dmg
Off Hand Atk 3 Hit AC 24 for 17 dmg + 11 sneak = 28 dmg
Extra Attak from Haste Hit AC 50 for 26 dmg + 10 sneak +11 bane from embryon's tear = 47 dmg

AoO If needed for the enemies round/action (Reach 15ft, see invisible, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)
AoO 1 with Bastard Sword hit AC 52 (confirm crit = 33, not a crit) for 30 dmg+ 21 sneak dmg = 51 dmg
AoO 2 with Bastard Sword hit AC 35 for 31 dmg + 14 sneak dmg = 45 dmg
AoO 3 with Bastard Sword hit AC 41 for 25 dmg + 10 sneak dmg = 35 dmg

Highlight to display spoiler: {
Also, Bosk has a contingency spell in place as well. To cast cure critical wounds if his hp drops below 25%. This was cast from his staff.

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 SPIDER VENOM on flail
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.
Spells
}



Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil  d20+31=36 ;
Monday June 11th, 2018 4:48:31 PM

The visible worms seem to be pretty well handled so Wyaar keeps an eye out for any other emerging threats.

Perception 36

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 18/26 
Monday June 11th, 2018 9:12:03 PM

Seeing his fireballs didn't hit quite as hard as he'd have liked, he instead decides to start summoning some more assistance.

***

Begin casting summon monster V.

Beriothian -- AC:38+4/18/36+4 HP: 248/231 Blink: 50% miss, CMD = 23  3d6=6 ; 3d6=13 ; 5d6=14 ; d20+32=36 ; d20+32=46 ; d20+27=45 ; d20+27=40 ; d20+27=37 ; d20+22=30 ; d20+22=29 ; 4d6+26=45 ; 4d6+26=40 ; 4d6+26=38 ; 4d6+26=36 ; 4d6+26=39 ; 4d6+26=36 ; d20+32=45 ; d20+27=35 ; d20+22=25 ; 4d6+26=43 ; 4d6+26=37 ; 4d6+26=39 ;
Monday June 11th, 2018 10:19:50 PM

Seeing the serpents fleeing, the druids asks the storm giants to try to provide more interesting targets for them than their weaker colleagues in other parts of the circle.
The druid will cast transmute mud to stone in front of the serpents, blocking their way forward and giving them additional incentive to come to the surface and attack.
***

The next volley of lightning is held off until it is seen whether the fleeing serpents will show their faces, if they do the lightning will strike the serpent closes to the circle

**lightning storm**
A lightning bold comes crashing down, striking a serpent for 6 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking a serpent for 13 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking a serpent for 14 damage.

***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 giants land in front of the oncoming serpents, trying to draw them out by providing new targets. Should they appear, the giants will give them a taste of their steel.

SG1 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 36
damage 1 = 45

attack 2 = 40
damage 2 = 40

attack 3 = 30
damage 3 = 38

SG2 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 46
crit roll = 45
damage 1 = 36

attack 2 = 37
damage 2 = 39

attack 3 = 29
damage 3 = 36

SG3 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 45
damage 1 = 43

attack 2 = 35
damage 2 = 37

attack 3 = 25
damage 3 = 39

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d3=2 ; d20+18=28 ; d20+18=21 ;
Tuesday June 12th, 2018 5:28:31 AM

"Don't bother with cold attacks as they won't do any good. Fire isn't optimal either" Tink relays over the link, although it may not be necessary. The muscle in the group look to have things well in hand.

She finishes her summoning and calls for a couple of Celestial Rocs. She has them ready for the worm things to reappear.

Tink starts another summoning spell

-----------------------
Roc 1: Ready attack if something gets in reach: 28
Roc 2: Ready attack if something gets in reach: 21

Tink: Start Summon Monster VII.


DM Mitch  d20=2 ; d20+15=35 ; d20+15=34 ; 16d6=59 ; d100=16 ; 9d8=44 ; 8d6=21 ; d20+15=32 ; d20+15=34 ; d20+15=19 ; 8d6=23 ; 8d6=27 ; 4d6=11 ; 4d6=10 ; d8=8 ; d100=12 ; d20+21=34 ; d20+21=24 ; d20+21=26 ; d20+21=38 ; d20+21=26 ; d8+12=20 ; d8+12=15 ; d8+12=20 ; d8+12=18 ; 36d6=130 ; d8=6 ; 5d6=14 ;
Tuesday June 12th, 2018 7:17:07 AM

Sesha summons her witchfire friend, which attacks and slays the Serpent that ate Zane. She then prepares a dominate monster spell and makes an inquiry to her goddess.

A whispered reply echoes in her ear, ”A foe once fought and defeated. His master. His masterpiece.”

Garret does heavy damage to Serpent 2, but is just shy of killing it.

Bosk has a full attack ready, but no good targets in reach with most of them being mostly dead.

Wyarr watches for any other threats.

Restlin begins a summoning spell.

Beri’s Storm Giant finishes off serpent 2.

Tink summons some Rocs.

Serpent 4 emerges, is hit by a lightning bolt, and immediately dies.

Serpent 5 pops up… right in the middle of Zane, Bosk, and the 2 other Storm giants. It’s instantly cut to ribbons.

Serpent 6 pops up, fails it’s save, and is mind controlled.

All seems well. The enemies have all perished. This last for about half a moment.

A sudden rend in the fabric of reality appears before the party. An enormous…. castle?!? walks out of it before it vanishes.

It’s much like the colossus previously fought by the Iron Dragons, but instead of a large, faceless turtle it is a square, fortified castle on enormous legs. 50x50, it’s fortified walls support 4 towers, each with a Trebuchet on them, and arrow slits line it’s sides. Strange mirror polished gems drap the walls, glinting in the sunlight. Three drape the middle sections, while two are on each sides of the corners. The entire thing is glowing brightly with power, and Bloodgrass instantly starts spreading beneath it’s feet.

The Trebuchets fire. The first hits Zane for 59 damage and a 30 foot spread around him. Bosk’s blink dodges it. Beri’s Giants take 30 damage (Reflex 25 for half) All 4 of them are bombarded with the life energy of the crystals and take an additional 11 damage (Fort 15 for half) as Bloodgrass starts to sprout on them.

The second targets Sesha and hits her for 23 damage. Her Witchfire is unaffected due to it being incorporeal (I think?). Both take 11 additional damage (Fort 15 for half)

The third fires at Garret, hitting for 27 damage and an additional 10 damage from the life aura (Fort 15 for half)

The final trebuchet fires at Beri and misses. His blink lets him avoid the splash damage.

Arrows fire out at the slits. Beri gets hit for 20, Rest 15, Wyarr 18, and Bosk takes 20 damage.

One of the crystal gems on the structure flashes and a Disintegrate comes out of it, hitting Restlin for 130 damage (Fort 28 to take only 14 damage).

Map



RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d3=2 ; d20+18=31 ; d20+18=30 ; 2d6+9=15 ; 2d6+9=18 ; d20+21=28 ; d20+21=24 ; 2d8+7=18 ; 2d8+7=17 ; 10d6=46 ; d20+50=57 ; d20+17=20 ; d20+40=58 ;
Tuesday June 12th, 2018 8:23:20 AM

"Oh for crying out loud, what now?" Tink is starting to wonder whether there will even be an end to these creatures. She has confidence in the abilities of the Iron Dragons, but could the others nearby survive much longer? Tink just isn't sure. All she can do is hope the team can knock out the biggest threats first.

With her summoning spell now complete Tink calls on 2 Greater Air Elementals.

She has all four flying creatures - rocs and elementals - perform flyby attacks on the northwest trebuchet.

Tink for her part sends a fireball through one of the arrow slits.

As she stealthily moves about she wonders if it has any weaknesses.

-------------------
Roc 1: Hit AC31 for 15pts
Roc 2: Hit AC30 for 18pts
GAE 1: Hit AC28 for 18pts
GAE 2: Hit AC24 for 17pts

Tink
Standard action: Send a fireball through the arrow slit to explode on the other side (thus negating the cover). 46pts damage. DC22 Ref save for hald.
Move action: Stealth move 35ft away
Knowl Engineering: 20

----------------------------
Perception: 58 + See Below
Stealth: 83: 63 + Hide in Plain Sight + Mind Blank + 20 Moving Invisible

---------------------------------
Spells in effect on Self:
Arcane Sight - Contingency - Dark Vision - Heroism - Mage Armor - Mind Blank - Moment of Prescience - Overland Flight - Protection from Evil - Reduce Person - See Invisibility


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


Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 72/232 Ki:12/17 CMD: 49 SR: 28]  d20+25=33 ;
Tuesday June 12th, 2018 12:57:55 PM

Garret smiles as the worms stop moving. He puts his fists on his hips in his usual victorious style, smiles, and looks up. The smile quickly fades as the giant walking castle appears. The trebuchet strikes him in the chest and he quickly looks for somewhere to hide – behind a rock, under a dead worm, anything that can shelter him from the direct attacks of a castle. He says over the rings, “What in the Wold is that? How are we supposed to attack a walking castle?”

OOC:
Fort save, DC 15: 33, success, half damage

Flying: all opponents -1 to hit & damage; fly: 90ft
+1 morale bonus on attack rolls, will saves
+4 bonus to saves against poison & fear
+5 attack and damage bonus
Haste +1 attack rolls, +1 to reflex saves
+2 attacks, saves and skills from Restlin
+3 attacks and damage from Azata


Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d20+33=37 ; 6d10+14=37 ; 6d8+21=48 ;
Tuesday June 12th, 2018 1:25:04 PM


"Serenbeth has given a clue. "A foe once fought and then defeated.. his master.. his masterpiece."

She thinks a moment, and then the colossus makes itself visible.

"The Grass Liche? It probably doesn't matter, once the Taur Smash begins."

Sesha takes a moment to inspect her new pet. Assuming it didn't die here, this thing would be in her care for the next month. Was it hurt?

Since it cannot speak, her commands would be limited. She lands delicately atop the gargantuan worms head, and beckons for her Witchfire to join her. She speaks clearly while pointing at the castle fortress.

"Go there. Smash the trebuchet."

The Serpent smashes into the war machine, trying to crush it with his massive jaws, and will constrict if it can.

Hits AC 37 for 37 damage. If hit, the warmachine is grapped and constricted for an additional 48 damage, which ignores Hardness on an item.

Move: Charge the Trebuchet.
Standard: Charge the Trebuchet and constrict it.
--------------------------------------------------

Sesha's Witchfire waits patiently for the worm to finish its attacks, then pats the gargantuan monster on the head, and turns it invisible.

Move: Moved on top of Serpent.
Standard: Turned it invisible.

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

Sesha herself casts Deathward, remembering their last experience with the liche.

Move: Move on top of the serpent.
Standard: Casts Deathward.
Concentration for violent movement: Autopass.

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

To DM: Could I please get a link to its stat sheet? I assume its a modified Sea Serpent (deep) and my attacks above reflect that.


------------
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.)

------------
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.)

Wyarr: Protection From Spells: Magic Missile.

------------
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.)
Death Ward (+4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.)
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.)
Spectral Hand: Touch attack range of 100ft. lose 2 hp. 21 minutes 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. )
Barkskin: 180 minutes remaining.
Shield of Faith: 19 minutes 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.)
-------------
Summons and Pets
-------------
Pot Pot: 0 Damage. Shadow Walk 1/1 Remaining. Etherealness 1/1 Remaining.
Witchfire: 0 Damage. AC 24 (touch). Incorporeal. Undead Traits. Fire Immune.
Land Serpent: ?/? damage. AC 34. Gargantuan. Invisible.





Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil  d20+33=47 ; d8+17=18 ; d6=3 ; d6=3 ; d6=3 ; 2d6=8 ; 2d6=7 ;
Tuesday June 12th, 2018 2:19:17 PM

Wyaar hmms at the giant walking castle and instead of trying to return fire through the slits he flies down to be a few feet off of the ground and nearly right under the thing so that the trebuchet and arrows can't get a decent angle to fire at him and sends an arrow into one of its feet.

~~~

How many legs does it have?

Move to one edge of the thing, just below the castle level. Can't edit the map on phone.

Attack: Hit AC 47 on foot, 18 piercing, 3 fire, 3 electric, 3 cold, 8 holy, 7 axiomatic

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169  
Tuesday June 12th, 2018 6:40:29 PM

ooc: Do we place ourselves on the map?

Zane (JCC) AC 48, CMB 22, CMD 38, HP 144/268, Blindsense 60' Character  d20+28=48 ; d20+28=39 ; d20+28=32 ; d20+28=41 ; d20+28=36 ; d20+28=46 ; d20+28=41 ; d20+28=33 ; 2d6+30=40 ; 2d6+30=37 ; 2d6+30=40 ; d6+27=28 ; d6+27=29 ; d8+27=30 ; d8+27=33 ; d8+27=30 ; 2d6=7 ; 2d6=7 ; 2d6=11 ; 2d6=8 ; 2d6=9 ; 2d6=6 ; 2d6=6 ;
Tuesday June 12th, 2018 7:42:43 PM

Zane gets close to the crystal castle and unleashes his melee on the trebuchet he is near and that hit him.

If he demolishes his target, he'll switch to the "EYES" that are within reach....

Bite AC 48 (39 confirm) Damage 40 (37 crit) (+7 holy)
Claw AC 32 Damage 30 (+7 holy)
Claw AC 41 Damage 33 (+ 11 holy)
Wing AC 36 Damage 28 (+8 holy)
Wing AC 46 Damage 29 (+9 holy)
Tail AC 41 Damage 30 (+6 holy)
Haste Bite AC 33 Damage 40 (+6 holy)

"A couple more hits like that last one, and I'll need to withdraw and figure out how to access a haversack that became part of my Dragon form...." Over the rings....

Beriothian -- AC:38+4/18/36+4 HP: 228/231 Blink: 50% miss, CMD = 23  d20+11=27 ; d20+11=23 ; d20+14=29 ; d20+14=34 ; 15d6=55 ; 3d6=13 ; 3d6=4 ; 5d6=14 ; d20+20=40 ; d20+20=38 ; d20+20=26 ; d20+20=37 ; d20+15=31 ; d20+15=21 ; d20+10=18 ; d20+10=25 ; 3d6+19=33 ; 3d6+19=30 ; 3d6+19=25 ; 3d6+19=32 ; 3d6+19=27 ; 3d6+19=26 ;
Tuesday June 12th, 2018 10:10:29 PM

Hmm, we may have a new template for the Iron Dragons castle, just need to throw on a few dragon wings and you're set!

Once all actions are done, the druid will finish by casting wall of stone and extending it over the "eyes" on the northern and western walls, but he is careful to avoid blocking damage being done by his party and his giants. (I believe Beri can cast it long enough, but I'm extrapolating where the eyes on the towers are since they are not written)

He calls out a reminder to his giants that should there ever be confusion on what to attack, to chose the target lowest on health.

***lightning attacks***
The druid watches to see whether the trebuchets, towers with arrow slits, or eyes are the most fragile, and has the lightning focused on where the most damage will be (damage focusing on the south, and moving counterclockwise as targets fall)

**lightning storm**
A lightning bold comes crashing down, striking the castle for 14 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking the castle for 13 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking the castle for 4 damage.

***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 first two giants do their best to evade some of the incoming attacks, but fail still find themselves a little roughed up.
The pull back their bow strings and send a wave of arrows at the eyes before them (targeting the weakest standing eye on the west wall).
The new arrival takes the opportunity to cast chain lightning on the eyes before it.

SG1 HP = 218 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 40 (nat 20)
cirt roll = 38 (x3)
damage 1 = 33

attack 2 = 31
damage 2 = 30

attack 3 = 18
damage 3 = 25

SG2 HP = 202 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 26
damage 1 = 32

attack 2 = 21
damage 2 = 27

attack 3 = 25
damage 3 = 26

SG3 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
55 chain lightning damage to the front 15 "eyes" (north, west, and south walls)

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 139/168 (Spells) Luck Points: 19/26  d20+23=39 ; d20+15=31 ; d20+17=20 ; d20+12=29 ; d8+9=16 ; d8+9=10 ; d20=9 ;
Tuesday June 12th, 2018 11:36:17 PM

Fort save 39 - pass

Restlin finishes summoning a bralani, then his hit square in the face with a disintegration beam.

"Oh ho ho! Two can play at that game!" shouts Restlin as he prepares to disintegrate that eye right back.

...then he remembers the other crystals and decides that is a bad idea. He decides to shatter it instead.

***

Move: None
Standard: Shatter on the eye that attacked him. 60 damage. Fort save DC 31 for half.

Bralani attacks the eyes as well w/ its composite longbow.

Hit AC 20 for 16 and AC 29 for 10.

AC this round is 27/18/22. CMD is 29.

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169  
Wednesday June 13th, 2018 2:20:13 AM

As the crystal casts disintegrate I follow Restlin's lead and cast Shatter on another of the crystals. (If still available I will targe a different crystal i nthe same area as the one restlin is going after, preferably not one that fired yet. If not still available I will choose one at random that has not yet fired.)

Standard: Shatter on the eye that attacked him. 60 damage. Fort save DC 31 for half.

DM Mitch  d20+21=36 ; d20+21=30 ; d20+21=32 ; d20+21=34 ; d20+16=24 ; d20+16=20 ; d20+11=15 ; d20+11=31 ; d20+6=24 ; d20+6=13 ; d20=6 ; d20=14 ; d20+11=15 ; d8+11=18 ; d8+12=19 ; d8+12=19 ; d8=4 ; d20+23=36 ; d20+23=35 ; d20+23=36 ; d20+21=41 ; d20+21=29 ; d20+21=28 ; d20+21=24 ; d20+16=18 ; d20+16=25 ; d20+11=31 ; d20+11=28 ; d20+6=12 ; d20=7 ; d20+12=22 ; d20+12=26 ; d20+12=31 ; d8+12=19 ; d8+12=18 ; d8+12=15 ; d20+40=45 ; 5d6=17 ; 36d6=128 ;
Wednesday June 13th, 2018 8:04:07 AM

Tink wonders what now as a castle enters their midst while she has confidence in the group’s ability she isn’t sure how long they can all survive. Tink directs her summons to fly by attack the northwest trebuchet and drops a fireball in one of the arrow slits.

Her summons all hit the trebuchet but it being made out of hard crystal it is resistant to some of their damage. (28 damage total)

The fireball blows up in the constructs face, but arrows continue to fly out of it unabated. Tink remembers the constructs they fought before were healed by fire instead of damaged.

Garret takes cover behind one of the land serpent carcasses asking over the ring how they are supposed to fight a castle.

Sesha has a moment to ponder the result of her spell before she hops aboard her new pet with her witch fire. The tail slap and constriction is super effective against the crystalline menace and it takes the full brunt of the serpent’s attack and constriction (85 damage total). She then casts death ward while her witch fire goes invisible.

(OOC: No stat block sorry, we just used the deep sea serpent entry but replaced the swim speed w/ burrow. Note that it did take 30 damage in the previous combat so it’s not at full HP.)

Wyaar decides to assault it from the ground he has trouble overcoming some of its protection (37 damage total) and does little more than scratch the thick wall making up the leg. He might break it eventually if given a few hours.

Zane slams into the nearest trebuchet. Even with the tough crystal the Trebuchet is torn to pieces. (251 damage total)

Beri uses wall of stone to cover up some of the eyes. He then tries to figure out which part of the castle is the most brittle settling on the eyes. The lightning rains down on the eyes only to have no effect. (There are 3 rows, each about 20 feet apart - you covered an entire row.)

The first storm giant’s first arrow splits the center of one of the eyes utterly destroying it. 2 more additional arrows take out one of the eyes next to the one it had previously taken out.

The second storm giants first and second arrow finish clearing the 3rd eye on the 5 foot square targeted while its last arrow deals damage to first eye on the next square (16 damage to eye)

The third giant’s chain lightning has no effect on the targeted eyes.

Restlin reduces an eye to splinters with a Shatter spell.

Bosk also casts shatter and finishes the last eye on that section of the fortress.

The trebuchet’s all reload. None of them are crewed - they move by themselves and new crystals grow into their arms ready to be fired.
Arrows rain out of the arrow slits.

Two archers focus fire the Serpent, hitting 4 times for 73 damage

Three archers shot at Zane, but none penetrate his thick scales.

The last one shoots at Sesha, hitting 3 times for 52 damage

One of the northern eyes glow before a ray shoots out at Zane and hits him square in the chest. He takes 6 negative levels.

A second ray shoots out at Restlin - DC 28 fort save or take 128 damage (17 on save)


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 139/168 (Spells) Luck Points: 21/26  d20+23=27 ; d20+17=28 ; d20+12=20 ; d8+9=16 ; d8+9=13 ; d20+15=28 ; d20=15 ;
Wednesday June 13th, 2018 10:30:10 AM

Restlin's at a serious disadvantage here. This stupid crystal palace...he stops to appreciate the fact that they're being attacked by an honest to goodness crystal palace...reflects most of his spells and is healed by most of the rest. He barely keeps his various atomic bits intact as the thing blasts him again.

Fort save 28 - roll is 27, but I forgot to add the +1 from Sesha.

He's pretty sure he lucked out with that one.

He takes aim and shatters the eye that hit him that time.

The bralani continues its attacks on the eyes as well.

***

Move: None
Standard: Shatter on eye that attacked me. 60 damage, fort save DC 28 for half.

Bralani hits AC 28 for 16 and AC 20 for 13.

AC is 33/24/28 this round. CMD is 35.

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  6d8+14=46 ; 6d8+21=54 ;
Wednesday June 13th, 2018 10:54:17 AM


Sesha's new subject roars as arrows jam through it's thick scales. Sesha gives it some relief, and some to herself as well.

She gives a broadcast to her allies.

Mass heal incoming, if you need assistance get up here!"

She waits long enough for any gathering allies, then channels her heal spell. (all in 30ft get healed for 150 hp, and removes negative physical conditions. Does not remove dominate, thankfully.)

She then quickens a Blink spell, giving herself some extra protections as well.

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

Her Land Serpent continues it's attacks. Since it has the trebuchet in its coil, it maintains the grapple on the object (No CMD so auto success) and hits with automatically with one natural attack and its constrict damage.

Tail Slap: (Ignores 10 Hardness) 46 damage.
Constrict: 54 damage.

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

The cheeky witchfire riding the giant worm with Sesha calls out to the battlefield, "He who controls the spice, controls the universe!"

She then makes the Land Serpent disappear, using her at will invisibility.
----------------------------------------------


------------
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.)

------------
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.)

Wyarr: Protection From Spells: Magic Missile.

------------
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.)
Death Ward (+4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to energy drain and any negative energy effects, including channeled negative energy.)
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.)
Spectral Hand: Touch attack range of 100ft. lose 2 hp. 21 minutes remaining.
Blink: Ethereal, Incorporeal, 50% miss chance, 20% vs weapons that hit incorporeal normally. 20% miss chance on own spells and attacks.
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. )
Barkskin: 180 minutes remaining.
Shield of Faith: 19 minutes remaining.
Resist Energy: Cold - 199 minutes remaining
Resist energy: Fire - 199 minutes remaining
------------
Gear Effects
------------

Ring of Counterspells: Dispel Magic
Ring of Counterspells: Greater Dispel Magic
Brooch of Shielding: Eats Magic Missiles

-------------
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.)
-------------
Summons and Pets
-------------
Pot Pot: 0 Damage. Shadow Walk 1/1 Remaining. Etherealness 1/1 Remaining.
Witchfire: 0 Damage. AC 24 (touch). Incorporeal. Undead Traits. Fire Immune.
Land Serpent: 0/333 damage. AC 34. Gargantuan. Invisible.





Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 222/232 Ki:12/17 CMD: 49 SR: 28]  d20+33=50 ;
Wednesday June 13th, 2018 1:15:32 PM

Garret moves quickly to join Sesha when she mentions that she has healing. When they disappear, he looks over the walking castle to see what he can see inside, or if there even is an inside (perception: 50)

OOC:
Flying: all opponents -1 to hit & damage; fly: 90ft
+1 morale bonus on attack rolls, will saves
+4 bonus to saves against poison & fear
+5 attack and damage bonus
Haste +1 attack rolls, +1 to reflex saves
+2 attacks, saves and skills from Restlin
+3 attacks and damage from Azata


Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil 
Wednesday June 13th, 2018 4:19:47 PM

Wyaar flies up to the be just above the center of the castle, out of line of sight of the eyes and the arrows slits and takes a look down at the center/interior of the castle.

~~~~

hopefully tomorrow will have better acces to do all the rolling needed for attacks



Beriothian -- AC:38+4/18/36+4 HP: 228/231 Blink: 50% miss, CMD = 23  3d6=8 ; 3d6=11 ; 5d6=19 ; d20+20=40 ; d20+20=33 ; d20+20=26 ; d20+20=40 ; d20+20=23 ; d20+15=25 ; d20+15=30 ; d20+15=17 ; d20+10=27 ; d20+10=16 ; d20+10=28 ; 3d6+19=28 ; 3d6+19=29 ; 3d6+19=28 ; 3d6+19=27 ; 3d6+19=27 ; 3d6+19=31 ; 3d6+19=32 ; 3d6+19=27 ; 3d6+19=30 ;
Wednesday June 13th, 2018 9:42:28 PM

Well, the eyes are lightning resistant, let's try the Trebuchet in the southwest corner. Who thought we'd be fighting a builing... a building! I actually have the perfect thing for that!
Beri casts Earthquake, focusing the spell far enough to the east so that the entire castle is withing the radius, but is careful to keep all party members outside it's effects.

***

ligthning damage will be will target the Trebuchet (focusing on the south, and moving counterclockwise as targets fall)

**lightning storm**
A lightning bold comes crashing down, striking the Trebuchet for 19 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking the Trebuchet for 8 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking the Trebuchet for 11 damage.

***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 three storm giants pull back their swords, targeting fitst the eyes on the west wall, them moving to the northern trebuchet and southern wall eyes (depending on their line of site)

SG1 HP = 218 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 40 (nat 20)
cirt roll = 33 (x3)
damage 1 = 28

attack 2 = 25
damage 2 = 29

attack 3 = 27
damage 3 = 28

SG2 HP = 202 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 26
damage 1 = 27

attack 2 = 30
damage 2 = 27

attack 3 = 16
damage 3 = 31

SG3 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 40 (nat 20)
cirt roll = 23 (x3)
damage 1 = 32

attack 2 = 17
damage 2 = 27

damage 3 = 30
attack 3 = 28

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



Beriothian -- AC:38+4/18/36+4 HP: 228/231 Blink: 50% miss, CMD = 23  d20+30=41 ; 3d8+15=27 ; 4d6=13 ; d20+28=31 ; 2d6+11=18 ; 4d6=9 ; d20+30=35 ; 2d6+16=27 ; 4d6=13 ; 4d6=8 ; d20+25=34 ; 3d8+15=30 ; 3d8+15=32 ; 4d6=16 ; d20+23=37 ; 2d6+11=19 ; 4d6=16 ; d20+20=23 ; 3d8+9=23 ; 4d6=9 ; d20+18=36 ; 2d6+11=21 ; 4d6=17 ; d20+32=42 ; 3d8+11=24 ; 4d6=9 ; 2d6=6 ;
Wednesday June 13th, 2018 10:17:16 PM

Posting for Bosk

Bosk says something extremely dramatic and clever... though nobody is quite sure what it was as the sound was drowned out by Beri's earthquake. Still, you could tell the speech was filled with conviction. Suddenly, the horned cleric lashes out and strikes the eyes below the Trebuchet with a fury of blows, moving to the Trebuchet itself should all the eyes in reach be destroyed.
------------------------

Main Hand Atk 1 Hit AC 41 for 27 dmg + 13 sneak dmg = 40 dmg
Off Hand Atk 1 Hit AC 31 for 18 dmg + 9 sneak dmg = 27 dmg
Nat Atk Horn Gore Hit AC 35 for 27 dmg +13 sneak = 40 dmg
Main Hand Atk 2 Hit AC 30 for 32 dmg + 16 sneak dmg = 48 dmg
Off Hand Atk 2 Hit AC 37 for 19 dmg + 16 sneak = 35 dmg
Main Hand Atk 3 Hit AC 23 for 23 dmg + 9 sneak dmg = 32 dmg
Off Hand Atk 3 Hit AC 36 for 21 dmg + 17 sneak = 38 dmg
Extra Attak from Haste Hit AC 42 for 24 dmg + 9 sneak +6 bane from embryon's tear = 39 dmg

Zane (JCC) AC 48, CMB 22, CMD 38, HP 102/226(268), Blindsense 60' Character  d20+21=41 ; d20+21=28 ; 2d6+26=32 ; 2d6+26=31 ; 2d6=10 ;
Wednesday June 13th, 2018 10:37:07 PM

Zane gets hit by a nasty ray, losing some abilities. (hit points and BaB adjusted for level loss)
He flies around the corner, and gets close enough to get the healing and attacks the Trebuchet at that corner.
"I Can't take too many hits from those eyes.... Disintegrates are one thing, but that hit me with negative levels. The Eyes are most Dangerous...."
Zane says over the ring....

Bite attack 41 (crit confirm 28) Damage 32 (crit 31) + 10 holy


Zane (JCC) AC 48, CMB 22, CMD 38, HP 226/226(268), Blindsense 60' Character 
Wednesday June 13th, 2018 10:39:27 PM

forgot to update hp, as was waiting for answer...... here is accurate

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+18=28 ; d20+18=38 ; d20+18=26 ; d20+21=39 ; d20+21=35 ; 2d6+9=15 ; 2d6+9=20 ; 2d6+9=15 ; 2d8+7=10 ; 2d8+7=16 ;
Thursday June 14th, 2018 7:41:44 AM

Tink follows with Beri's tactic. She casts a Wall of Stone to block as many eyes as she can to the south.

Her summons wait until the rest of the party have acted, and then dive in with flyby attacks on the eyes. Rather than flying away however, they finish directly in front of the eyes to try and act as shields.

The Rocs are gargantuan and the elementals huge.

-------------------
Roc 1: Hit AC28for 15pts
Roc 2: Hit AC38 (Crit on AC26?) for 20pts (+15pts if crit confirmed)
GAE 1: Hit AC39 for 10pts
GAE 2: Hit AC35 for 16pts

Wall of Stone: Tink's is a little more powerful. 20 x 5ft squares.

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+50=67 ;
Thursday June 14th, 2018 7:44:05 AM

Edit:

Stealth: 88: 73 + Hide in Plain Sight + Mind Blank + 20 Moving Invisible - 5 for moving greater than half speed


DM Mitch  d20+15=29 ; d20+15=29 ; 8d8=40 ; 8d8=32 ; d12=6 ; d20+23=28 ; d20+23=38 ; d20+23=40 ; d8+12=19 ; d8+12=20 ; d8+12=19 ; d8+12=17 ; d20+23=30 ; d20+23=39 ;
Thursday June 14th, 2018 7:59:33 AM

Restlin pauses to appreciate the fact they are fighting a palace before shattering another eye.

Sesha gets people to gather around for healing as her worm deals great damage to the SW Trebuchet.

Garret tries to look inside the castle through an arrow hole. It’s dark inside, but he notes several things. The walls are much thinner here so that archers can stand at the arrow holes - it might actually be feasible to break in here. He also notes that there is a lit chamber about 40 feet in and he can see movement.

Wyarr flies up to the top and tries to get a good look at the thing. There are in fact a few eyes up here, but they seem to be ignoring him for the moment. He can see a decorative roof covered in bloodgrass that writhes about and the four small towers the Trebuchets are on, but nothing much of interest.

Beri directs his summons and lightning at the eyes and trebuchets then is struck by inspiration, casting Earthquake. The giants finish clearing the entire west wall of eyes. The storm does nothing to the trebuchet’s. The quake shakes the ground and rocks the castle gently, but it’s to big and sturdy to be really damaged.

Bosk finishes off the trebuchet Sesha had damaged and destroys one eye on the southern wall.

Zane says he can’t take much more of the level drain before striking out. All the eyes in his reach are dead though, and the trebuchet, so all he can do is punch a few small, ineffective holes in the roof and/or side.

Tink’s summons go for the eyes on the north wall, but they can’t penetrate the hardness, destroying only 1 eye. Her wall of stone on the south side is much more effective, blocking an entire row of 5 on the south end.

The two Trebuchet’s take advantage of the stacked enemies and both fire an arcing shot over the fortress at Sesha and her worm (They target a specific square so ignore the 50% invisibility miss chance). Both land the shot, doing 72 total damage to both Sesha and her Worm (since they both occupy that space) and half damage to all creatures within 30 feet (Reflex 25 to half it again).

The archers fire again. One tries to hit Garret as he peaks in, but the quick halfling easily bats the arrow away. Zane and Bosk are both hit - Zane takes 19, Bosk 20. The last two with line of sight on the party hit Beri for 17 and 19 damage.

The castle starts to turn so that more eyes are facing the party, but Beri’s earthquake forces it to stop and steady itself.

There are no eyes in line of sight of a party member. The eyes do nothing.


Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 222/232 Ki:12/17 CMD: 49 SR: 28] 
Thursday June 14th, 2018 11:34:40 AM

Garret yells out, "I'm not punching the walls, so I'm going in!"

With that he dives towards an arrow slit, heading for the light and movement he can see inside.

OOC:
He also does have the feat snatch arrows, so the first arrow that would hit him he can actually grab out of the air on his approach.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil 
Thursday June 14th, 2018 3:20:55 PM

Wyaar hmms at the top of the castle and cast deathward on himself as he flies to position his body right against one of the eyes along the northern wall.

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d100=82 ; d12=5 ; d12=3 ; d12=11 ; 6d8+13=42 ; 6d8+21=42 ;
Thursday June 14th, 2018 4:09:45 PM


Blink for Sesha: 82% = success.
--------------------------------------------

Warmachine ammo crashes down from above. Just as Sesha braces herself for the hit, she *blips* into the ethereal, only to unblip in time to hear her Serpent yell out in frustration. Faith watches Sesha duck, and shakes her head.

"This is why I prefer NOT having a physical body. They just get you into trouble."

Sesha gives the smug summons a frown, then tends to her serpent. She casts a quickened healing spell on the serpent, soothing some of its wounds. Not quite willing to remove all it's risk however, she casts Unwilling Shield on the Serpent. Now, half of her damage will transfer to it.

Swift: Quickened Cure Serious Wounds heals 56 damage on the Serpent.
Standard: Unwilling Shield.

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

The serpent continues to crush the catapult.

Tail: 42 damage ignoring 10 DR.
Constrict: 42 damage.

Serpent: 16 damage
----------------------------------------

Witchfire: Turns serpent Invisible again. It might not work vs the archers, but perhaps other things?

Zane (JCC) AC 48, CMB 22, CMD 38, HP 226/226(268), Blindsense 60' Character  d20+21=29 ; d20+21=23 ; d20+21=35 ; d20+21=28 ; d20+21=22 ; d20+21=27 ; d20+21=29 ; 2d6+29=35 ; 2d6+29=31 ; d6+25=29 ; d8+25=29 ; d8+25=31 ; d8+25=27 ; d8+25=29 ; 2d6=10 ; 2d6=9 ; 2d6=7 ; 2d6=5 ; 2d6=8 ; 2d6=3 ;
Thursday June 14th, 2018 8:16:00 PM

Zane seeing the Arrow flying towards him, flicks it away with one of the claws of his front leg/arm. (Deflect Arrows, Zane is a monk after all)
He then concentrates all of his attacks on the Leg just below where he is.

Bite AC 29 Damage 35 (+10 holy)
Claw AC 23 Damage 29 (+9 holy)
Claw AC 35 Damage 31 (+ 7 holy)
Wing AC 28 Damage 29 (+5 holy)
Wing AC 22 miss
Tail AC 27 Damage 27 (+8 holy)
Haste Bite AC 29 Damage 31 (+3 holy)



Beriothian -- AC:38+4/18/36+4 HP: 228/231 Blink: 50% miss, CMD = 23  3d6=6 ; 3d6=14 ; 5d6=23 ; d100=50 ; d100=21 ; d20+20=27 ; d20+20=34 ; d20+20=24 ; d20+15=29 ; d20+15=26 ; d20+15=28 ; d20+10=27 ; d20+10=17 ; d20+10=15 ; 3d6+19=25 ; 3d6+19=34 ; 3d6+19=28 ; 3d6+19=28 ; 3d6+19=34 ; 3d6+19=27 ; 3d6+19=34 ; 3d6+19=31 ; 3d6+19=32 ;
Thursday June 14th, 2018 9:33:52 PM

Beri watches in frusteration as the magic castle defies the laws of physics and ignores his earthquake.
He soon stops watching the stone castle's legs somehow act as shock absorbers and snaps back to realit when an arrow strikes him, and he hears a second one barely miss as he blinks between planes.

***
Giving up on targeting the castly, Beri sends his lightning bolts inside the castle and starts triking the archers.
ligthning damage will be will target the Trebuchet (focusing on the south, and moving counterclockwise as targets fall)

**lightning storm**
A lightning bold comes crashing down, striking the Trebuchet for 23 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking the Trebuchet for 6 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking the Trebuchet for 14 damage.

***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 three storm giants pull back their bow strings, and ready attacks for the next set of eyes to be rotated in.
They will start with the first eye to rotate into view (I assume the south west eye, as the north wall is covered by stone wall)

SG1 HP = 218 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 27
damage 1 = 25

attack 2 = 29
damage 2 = 34

attack 3 = 27
damage 3 = 28

SG2 HP = 202 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 34
damage 1 = 28

attack 2 = 26
damage 2 = 34

attack 3 = 17
damage 3 = 27

SG3 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 24
damage 1 = 34

attack 2 = 28
damage 2 = 31

damage 3 = 15
attack 3 = 32

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 139/168 (Spells) Luck Points: 21/26  d20+28=38 ; d20=20 ;
Thursday June 14th, 2018 11:05:16 PM

Restlin gets an idea!

He pulls out a gem, an expensive gem. He edges a ways east to get a line of sight, then throws the gem towards the SE corner of this fortress thing. The gem shatters, sending out a sonic shockwave.

***

Move: Head east
Standard: Limited wish - fireball w/ energy substitution to sonic damage. 60 damage. I think I should be able to get all the eyes on the southern side, plus that trebuchet, and maybe the bottom-most eye on the eastern side. Fort save DC 38 for half.

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

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169   d100=65 ; d20+19=24 ;
Friday June 15th, 2018 1:49:05 AM

I shrugg off the damage and see Zane less than his typical self. I turn towards him and cast Greater Restoration, restoring his lost strength.

Ations
------------
Blink Chance = 65, success
Reflex save = 24 (Pass if creatures are evil, fail if not and take 8 dmg)
Cast Restoration, Greater on Zane

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+18=37 ; d20+18=23 ; d20+21=23 ; d20+21=37 ; 2d6+9=13 ; 2d6+9=18 ; 2d8+7=16 ; 2d8+7=16 ;
Friday June 15th, 2018 7:21:10 AM

Tink sends each of her flying minions after the trebuchet to the north west, each delivering a flyby attack.

She then starts another summoning spell.

-------------------
Roc 1: Hit AC37 for 13pts
Roc 2: Hit AC23 for 18pts
GAE 1: Hit AC23 for 16pts
GAE 2: Hit AC37 for 16pts

Tink: Cast Summon Monster VIII

DM Mitch  d6=4 ; d6=4 ; d6=6 ; d6=5 ; d20+16=35 ; d4=4 ; d20+23=32 ; d20+23=36 ; d20+23=32 ; d20+23=25 ; d20+16=24 ; d20+16=33 ; d20+16=17 ; d20+16=34 ; d20+11=20 ; d20+11=29 ; d20+11=19 ; d20+11=14 ; d20+6=22 ; d20+6=18 ; d20+6=9 ; d20+6=19 ; d20+1=19 ; d20+1=7 ; d20+1=17 ; d20+1=3 ; d12+8=13 ; d12+8=9 ; d12+8=18 ;
Friday June 15th, 2018 7:58:35 AM

Garret yells out he is going in. (OOC: are you using abundant step to get inside?; Otherwise the hole is too small to go through)

Wyaar casts deathward on himself and then blocks an eye.

Sesha frowns at her smug summons and then heals it while casting unwilling shield on it. (OOC: Serpent is currently at 46 damage). The worm finally demolishes the trebuchet it was constricting.

Zane concentrates all his attacks on the same leg Wyaar previously struck after deflecting an arrow. (195 damage total; OOC: if you keep this up for a minute; maybe you’d be getting somewhere)

Beri sends his lightning bolts to target the trebuchets while his giants prepare to target the most recent eyes that come into view. His first giant takes out one eye with 2 arrows and partially damages a second eye while his second giant finishes that eye off and then uses his last 2 arrows to clear the 3rd eye in a five foot square.

Restlin sends a sonic fireball using limited wish towards the southern side, targeting the eyes, It hits 4 of them and while it isn’t as effective as a shatter spell (half damage) it’s enough to destroy all 4 of the fragile crystals.

Bosk restores Zanes lost levels.

Tink’s summons attack a trebuchet while she starts to summon something.

Garrett, Wyarr, Bosk, Zane, and the worm are inside the aura that’s spreading the Bloodgrass. They all take 19 damage (DC 25 fort for half) as the grass tries to grow on them. (DM OOC: I”ve been forgetting that special all fight /facepalm)

The Trebuchet’s reload.

The Fortress, no longer unbalanced by the earthquake, moves, spinning around so that it’s eyes can see the party again.

The archers fire, trying to finish off the giant serpent but only three arrows sink into soft spots for 40 damage.

Garett, looking through one of the arrow holes, sees and archer right in front of him. It steps aside and a shadowy figure about 30 feet away points at him. He’s hit with a Maximized Empowered Disintegrate - take 360 damage, DC 32 Fort to take only 45.

An enervation ray shoots out of one of the eyes now facing the party and hits Beri; he gains 4 negative levels.

(I”ve been forgetting to include the map link, sorry)

Map


Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 177/232 Ki:10/17 CMD: 49 SR: 28]  d20+25=32 ; d20+32=37 ; d20+41=43 ; 6d8+20=50 ; d6+1=6 ;
Friday June 15th, 2018 12:02:15 PM

Garret flies directly towards one of the holes in the castle, not realizing he can’t fit through it until he gets up close. When he does, the nasty ray shoots out and hits him. If it looks like there’s room inside (since he’s right at the arrow slit now), he steps inside and behind the shadowy figure, trying to punch it as he appears.

OOC:
Fort save DC 25 vs grass: 32 success, 9 damage
Fort save DC 32 vs disintegrate: 37 success, 45 damage (I’m guessing that got through his SR 28).
Abundant step to behind the shadowy thing, one attack hit AC 43 (flat foot since I appear behind it?), damage (magical, lawful, cold iron, silver, adamantine): 50 stunning fist attempt, fort save DC 28 or staggered 6 rounds.

Flying: all opponents -1 to hit & damage; fly: 90ft
+1 morale bonus on attack rolls, will saves
+4 bonus to saves against poison & fear
+5 attack and damage bonus
Haste +1 attack rolls, +1 to reflex saves
+2 attacks, saves and skills from Restlin
+3 attacks and damage from Azata


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 139/168 (Spells) Luck Points: 22/26  d20+28=37 d20=4
Friday June 15th, 2018 2:43:19 PM

Restlin's pleased by how well that worked. He's so pleased, that he does it again with the second gem he's got. Then, he ducks back behind that worm.

***

Standard: Limited wish - fireball w/ energy substitution to sonic damage. 30 damage (according to you guys last round, so please don't half it again). I think I should be able to get all the eyes on the southern side, plus that trebuchet. Fort save DC 37 for half.

Move: Duck back behind the worm

AC is 24/13/17. CMD is 24.

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d12=1 ; d12=7 ; d12=9 ; d12=7 ; 6d8+16=36 ; 6d10+14=56 ; 6d8+21=51 ;
Friday June 15th, 2018 5:22:36 PM


The rotation brings a new Trebuchet into range, so Sesha and her minions continue on.

---

Sesha: Heals serpent for 57.
-----
Serpent:

Tail slap new Treb for 36, ignore 10 DR.
Bite new Treb for 56.
Constrict Trb for 51.

--------

Witchfire: Invsisbles Serpent.

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+18=36 ; d20+18=25 ; d20+21=29 ; d20+21=38 ; 2d6+9=16 ; 2d6+9=20 ; 2d8+7=9 ; 2d8+7=23 ; d3=3 ; d20+22=40 ; d20+22=31 ; d20+22=38 ; 2d10+11=20 ; 2d10+11=22 ; 2d10+11=29 ;
Friday June 15th, 2018 11:07:19 PM

That trebuchet to the northwest is being a right stubborn of a thing. Tink has her summons keep up their flyby attacks on it

With her summoning spell now done she calls on 3 Greater Earth Elementals to target the feet/legs of this castle-thing. She has them all target the same leg.

Tink then starts yet another summoning spell.

-------------------
Roc 1: Hit AC36 for 16pts
Roc 2: Hit AC25 for 20pts
GAE 1: Hit AC29 for 9pts
GAE 2: Hit AC38 for 23pts
GEE 1: Hit AC40 for 20pts
GEE 2: Hit AC31 for 22pts
GEE 3: Hit AC38 for 29pts

Tink: Cast Summon Monster VII

Beriothian -- AC:38+4/18/36+4 HP: 228/231 Blink: 50% miss, CMD = 23  5d6=20 ; 3d6=14 ; 3d6=14 ; d100=76 ; d20+20=39 ; d20+20=40 ; d20+20=39 ; d20+20=30 ; d20+15=28 ; d20+15=22 ; d20+15=28 ; d20+10=11 ; d20+10=13 ; d20+10=15 ; 3d6+19=33 ; 3d6+19=29 ; 3d6+19=30 ; 3d6+19=29 ; 3d6+19=24 ; 3d6+19=31 ; 3d6+19=26 ; 3d6+19=30 ; 3d6+19=26 ;
Friday June 15th, 2018 11:24:52 PM

A magic spell narrowly misses the druid as he blinks in and out of this plane.

***
Giving up on targeting the castly, Beri sends his lightning bolts inside the castle and starts triking the archers.
ligthning damage will be will target the Trebuchet (focusing on the south, and moving counterclockwise as targets fall)

**lightning storm**
A lightning bold comes crashing down, striking an archer for 20 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking an archer for 14 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking an archert for 14 damage.

***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 three storm giants continue their arrow assault, starting with the crystal eye in the center and working their way to the outward targets.

SG1 HP = 218 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 39
damage 1 = 33

attack 2 = 28
damage 2 = 29

attack 3 = 11
damage 3 = 30

SG2 HP = 202 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 40
crit roll = 39
damage 1 = 29

attack 2 = 22
damage 2 = 24

attack 3 = 13
damage 3 = 31

SG3 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 30
damage 1 = 26

attack 2 = 28
damage 2 = 30

damage 3 = 15
attack 3 = 26

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



Zane (JCC) AC 48, CMB 22, CMD 38, HP 259/268, Blindsense 60' Character  d20+23=29 ; d20+30=36 ; d20+30=36 ; d20+30=46 ; d20+30=35 ; d20+30=42 ; d20+30=46 ; d20+30=42 ; 2d6+27=34 ; 2d6+27=34 ; d6+24=25 ; d6+24=27 ; d8+24=31 ; d8+24=32 ; d8+24=28 ; 2d6=3 ; 2d6=8 ; 2d6=12 ; 2d6=5 ; 2d6=10 ; 2d6=7 ; 2d6=2 ;
Sunday June 17th, 2018 2:26:45 PM

Zane resists most of the effects of the red plague or whatever it is.....(made save)
He drifts a bit north (5' step) and while continuing to hover, he attacks the eyes, focusing on one until it's destroyed and then moving on to the next....

Bite AC 36 Damage 34 (+3 holy)
Claw AC 36 Damage 31 (+8 holy)
Claw AC 46 Damage 32 (+ 12 holy)
Wing AC 35 Damage 25 (+5 holy)
Wing AC 42 Damage 27 (+ 10 holy)
Tail AC 46 Damage 28 (+7 holy)
Haste Bite AC 42 Damage 34 (+2 holy)

Over the rings, "Should I fall back and just use my oversized bow?"

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil 
Monday June 18th, 2018 12:58:28 AM

Wyaar attacks the eye directly in front of him.

Rolls to follow

DM Mitch  d20+22=31 ; d6=2 ; d20+23=31 ; d20+23=31 ; d20+23=27 ; d20+23=28 ; d20+23=24 ; d20+23=38 ; d20+23=27 ; d20+23=33 ; d8+12=14 ; d8+12=14 ; d8+12=13 ; d8+12=14 ; d8+12=17 ; d20+20=35 ; d20+20=38 ; d20+20=28 ; d8+12=19 ; d8+12=20 ; d8+12=19 ; d8+23=25 ; d8+12=18 ; d20+12=28 ;
Monday June 18th, 2018 8:01:52 AM

Garret abundant steps to just behind the shadowy figure but the shadowy figure is unperturbed (spellcraft : 24 Highlight to display spoiler: {The foresight spell prevents the caster from ever being flat footed}) and he dodges Garret’s blow and the stunning fist is wasted.

Restlin creates another sonic ball with a limited wish and then wipes out another 4 eyes on the southern side of the Fortress.

Sesha heals her Serpent while it attacks the newest trebuchet in range.

Tink has her Rocs and Air Elementals keep buzzing the trebuchet while her earth elementals target the legs. The hardness of the Trebuchet’s crystal is difficult for the summons to overcome and all the summon do some damage except for one of the air elementals which didn’t hit it hard enough. The earth elementals also do a little damage to the leg that Zane and Wyaar started working on but the amount of damage sustained is not enough to breach. Tink continues to summon more reinforcement.

Beri directs his lightning to strike through the arrow holes but it doesn’t seem to affect the archers. His Giants continue to target eyes and between the 3 of them they take out 4 more eyes and damage a 5th.

Zane positions himself halfway between two rows and directly in front of a crystal with some flanking either side. That puts 5 and reach, and he kills all 5.

Wyarr clears the remaining eyes under the trebuchet.

Garret gets a good look around at the room he just appeared in. It’s circular and covered in eyes just like the ones outside, but these ones show the battle taking place. They cover all of the walls and ceiling, sunlight streaming in, and seem to give a full 360 degree view of the outside of the fortress, though large number of them are dark and dead.

Two figures stand in the room, slightly startled at his sudden appearance. One is the Bloodgrass Lich you fought before, scowling down at the halfling. The other is a tall serpentfolk, covered in writhing grass and obviously a second lich. He sneers at the halfling. ”You enter our fortress alone?!? Then die little fool.”

The liches each take a 5 foot step back and the mirrors all instantly turn off, leaving Garret in total blackness. The Apprentice goes first unrolling a scroll of Greater Dispel Magic and targeting Garret’s Headband of Wisdom. (Targeted dispel check of 27 vs DC 19) Though Garret cannot see this, he can hear the chanting. The Apprentice’s phantom rises out of the ground next, emitting a wave of raw rage. All creatures in 20 feet gain +2 to melee attacks but a -2 to AC. It reaches out and touches Garret, delivering the lich’s quickened touch of idiocy and further reducing his wisdom by 2.

The master follows up with a maximized empowered Scorching Ray. WIth Garret blind and his AC heavily reduced by the Apprentices magic all three rays hit. The area briefly lights up as the searing hot beams hit him for 108 damage.

The archers, sensing an intruder, move into the hallways leading into the central chamber, giving them a clear shot at Garret. Even in the dark he catches the first arrow as it whistles towards his eye, but the other 8 peirce his body, doing 134 total damage. The halfling crumbles to the floor at -65, very thoroughly dead and slightly on fire.

The outside of the fortress is completely silent.

Throughout the circle the creatures that made up the first wave of Sarr’s assault are mostly vanquished. In the distance the now 350 foot Sarr booms, “YOU WILL NOT HURT MY LAND! I WILL NOT BE DEFEATED SO EASILY!” before letting loose another roar and launching a new wave of creatures, causing Sarr to shrink.

Map


[DM Hugh]  d20+20=27 ; d4=2 ;
Monday June 18th, 2018 8:08:25 AM

Record keeping post

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d4+1=5 ; d100=11 ; d100=76 ; d20+25=34 ; d20+18=28 ; d20+18=29 ; d20+21=32 ; d20+21=26 ; 2d6+9=15 ; 2d6+9=15 ; 2d8+7=19 ; 2d8+7=13 ; d20+22=23 ; d20+22=41 ; d20+22=36 ; d20+22=38 ; d20+22=35 ; d20+22=29 ; 2d10+11=20 ; 2d10+11=23 ; 2d10+11=22 ; 2d10+11=18 ; 2d10+11=21 ; 2d10+11=25 ; d3=1 ; d20+20=22 ; 4d6+22=36 ; d20+50=61 ; d3=2 ; d20+20=38 ; d20+20=30 ; 4d6+22=39 ; 4d6+22=39 ;
Monday June 18th, 2018 11:17:17 AM

Tink's summons aren't doing much damage. That's ok though. Everything they do adds up and they even make for additionl targets. She finishes her spell and brings in a T-Rex. Just because.

Things had been going pretty well so far in as much as a fight with a castle can go. She can feel the sensation through the Dragon Ring telling her of Garret's demise. It's a shock to her system. The little guy had proven to be near indestructable. Whatever killed him was no doubt extremely powerful. His body could be disitnergrated into pieces if noone gets him out of there.

Tink starts devising a plan. He mind goes into overdrive as she compares and evaluates all options until finally one fits.

"Sesha, get ready to deliver some of that healing goodness you do. I'm going to get Garret"

With a crick of her neck and a quick prayer to Pantheon, Tink executes her plan.

Time slows down for all but Tink as she makes her way into the castle to stand next to Garret. Things sure are weird inside. Liches and archers? Yep, not a good day. At least the party will get to have another stab at these Liches.

Tink takes a moment to make things difficult for the archers before she teleports back outside. She lays Garret's body in a safe patch of grass and waits for the magical medicinal powers of Sesha to do their work. With time to spare she then summons a few more animals.

Time then resumes its normal flow and Tink slinks back into the shadows to watch things unfold

The summons attack. The Celestial Rocs and Air Elementals do their flybys, the Earth Elementals slam into the leg, and the Celestial T-Rexs bite at it.

------------------------
Rnd1 Standard: Cast Time Stop. d4+1=5. Nice, but probably overkill for this.

Rnd1.1 Standard: Use Dimensional Step ability to Teleport to Garret. Status effect gives his position. Miss Chance d100=11. Uh-oh. No, wait! 11 is on target. Phew.
Rnd1.1 Move: Touch Garret whose corpse is now an object.

Rnd1.2 Standard: Cast Stinking Cloud. Living creatures to make Fort Save vs DC22 or become nauseated. Regardless, the entire area becomes foggy and obscures all sight, including darkvision, beyond 5 feet. 20ft radius spread (goes around corners). No SR.

Rnd1.3 Standard: Cast Black Tentacles. CMB: 34 to grapple everything in the area when timestop ends. 20ft radius spread (goes around corners). No SR.

Rnd1.4 Standard: Use Dimensional Step ability to Teleport near Sesha. Miss Chance d100=76. Pass.
Rnd1.4 Move: Release Garret

Rnd1.5 Full: Cast Summon Monster VIII. Bringing in 2 more T-Rexs

Rnd1 Move: Stealth move 35ft away: 62

-------------------
Roc 1: Hit AC28 for 15pts
Roc 2: Hit AC29 for 15pts
GAE 1: Hit AC32 for 19pts
GAE 2: Hit AC26 for 13pts

GEE 1: Hit AC23 for 20pts. Hit AC41 for 23pts
GEE 2: Hit AC36 for 22pts. Hit AC38 for 18pts
GEE 3: Hit AC35 for 21pts. Hit AC29 for 25pts

T-R 1: Hit AC22 for 36pts.
T-R 2: Hit AC38 for 39pts.
T-R 3: Hit AC30 for 39pts.


Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 177/232 Ki:10/17 CMD: 49 SR: 28] 
Monday June 18th, 2018 12:01:04 PM

Garret looks around in the room in surprise. He calls out over the ring, "Uh... I thought this was a construct with gears and machinery or something, but this is some kind of control tower in here."

When the liches step back from him, he recognizes them and calls out over the thing, "Oh dear. Remember that bloodgrass lich? Well it's not quite destroyed...uhhhh..."

Zane (JCC) AC 48, CMB 22, CMD 38, HP 259/268, Blindsense 60' Character 
Monday June 18th, 2018 2:28:34 PM

Zane repeats what he did last round, only hitting the Trebuchet when he runs out of eyes to pop....

Will post rolls later, I'm late right leaving right now. (will be around 12 midnight to post rolls.) If you need before then, his numbers are on last post for the rolls. Thanks

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil  d20+30=48 ; d3=1 ; d20+30=41 ; d20+30=33 ; d20+25=31 ; d20+20=39 ; d20+15=31 ; 9d6=26 ; d8+17=22 ; d8+17=21 ; d8+17=25 ; d8+17=23 ; d8+17=21 ; d8+17=18 ; d8+17=25 ; d8+17=18 ; 7d6=22 ; 7d6=25 ; 7d6=28 ; 7d6=32 ; 7d6=22 ; 7d6=17 ; 7d6=25 ;
Monday June 18th, 2018 5:03:55 PM

Wyaar sends barrage of arrows towards the remaining eyes on teh south side, working on the one closest and working east ward and taps his arm once as he fires.

~~~~~~~~~~~

Attack 1: Hit AC 48, 43 piercing, 47 combo cold, electric, fire, holy and axiomatic
Attack 2: Hit AC 31, 23 piericng, 28 combo cold, electric, fire, holy and axiomatic
Attack 3: Hit AC 39, 21 piercing, 32 combo cold, electric, fire, holy and axiomatic
Attack 4: HIt AC 31, 18 piercing, 22 combo cold, electric, fire, holy and axiomatic
Haste Attack: HIt AC 41, 25 piercing, 22 combo cold, electric, fire, holy and axiomatic
Rapid shot: hit AC 33, 18 piercing, 17 combo cold, electric, fire, holy and axiomatic

Lay on Hands self for 26

Beriothian -- AC:38+4/18/36+4 HP: 228/231 Blink: 50% miss, CMD = 23  3d6=11 ; 3d6=8 ; 5d6=16 ; d20+20=25 ; d20+20=35 ; d20+20=39 ; d20+15=19 ; d20+15=21 ; d20+15=21 ; d20+10=25 ; d20+10=16 ; d20+10=12 ; 3d6+19=32 ; 3d6+19=35 ; 3d6+19=29 ; 3d6+19=27 ; 3d6+19=28 ; 3d6+19=31 ; 3d6+19=26 ; 3d6+19=27 ; 3d6+19=28 ;
Monday June 18th, 2018 9:59:19 PM

Sounds like things are pretty rough in there, call out if you neeed a heal when you pop back
Beri prepares to heal his allies if needed
***

Everything in and around the castle seems to be unaffected by the lightning, so Beri sends it at whatever the fist enemy in the new wave of attackers is.

**lightning storm**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 16 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 11 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 8 damage.

***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 three storm giants continue their arrow assault, starting with the crystal eyes in the center and working their way to the outward targets as things fall.

SG1 HP = 218 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 25
damage 1 = 32

attack 2 = 19
damage 2 = 35

attack 3 = 25
damage 3 = 29

SG2 HP = 202 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 35
damage 1 = 27

attack 2 = 21
damage 2 = 28

attack 3 = 16
damage 3 = 31

SG3 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 39
damage 1 = 26

attack 2 = 21
damage 2 = 27

damage 3 = 12
attack 3 = 28

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 139/168 (Spells) Luck Points: 22/26  d20=6 ;
Monday June 18th, 2018 10:26:18 PM

Upon hearing there are more bad guys in this castle, Restlin decides to take a moment to up his defenses.

*

Cast resist energy - fire.

AC is 24/15/19 this round. CMD is 24.

[DM Hugh]  d20+20=23 ;
Monday June 18th, 2018 11:09:27 PM

Record keeping post...

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 216 hp (+47 temp) /169   d20+30=49 ; 3d8+15=27 ; 4d6=10 ; d20+28=33 ; 2d6+11=18 ; 4d6=15 ; d20+30=40 ; 2d6+16=23 ; 4d6=11 ; d20+25=43 ; 3d8+15=31 ; 4d6=15 ; d20+23=25 ; 2d6+11=18 ; 4d6+11=24 ; 4d6+11=22 ; d20+20=36 ; 3d8+9=29 ; 4d6=11 ; d20+18=37 ; 2d6+11=13 ; 4d6=11 ; d20+32=33 ; 3d8+11=30 ; 4d6=16 ;
Monday June 18th, 2018 11:16:42 PM

I continue attacking the fortress before me. What is going on in there? What can I do to help?/

Main Hand Atk 1 Hit AC 49 for 27 dmg + 10 sneak dmg = 37 dmg
Off Hand Atk 1 Hit AC 28 for 18 dmg + 15 sneak dmg = 33 dmg
Nat Atk Horn Gore Hit AC 40 for 23 dmg +11 sneak = 34 dmg
Main Hand Atk 2 Hit AC 43 for 31 dmg + 15 sneak dmg = 46 dmg
Off Hand Atk 2 Hit AC 25 for 18 dmg + 13 sneak = 31 dmg
Main Hand Atk 3 Hit AC 36 for 29 dmg + 11 sneak dmg = 40 dmg
Off Hand Atk 3 Hit AC 37 for 13 dmg + 11 sneak = 24 dmg
Extra Attak from Haste Hit AC 33 Nat 1, miss) for 26 dmg + 10 sneak +11 bane from embryon's tear = (Miss, nt 1)
(Reach 15ft, see invisible, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)

Highlight to display spoiler: {
Also, Bosk has a contingency spell in place as well. To cast cure critical wounds if his hp drops below 25%. This was cast from his staff.

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 SPIDER VENOM on flail
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.
Spells
}



Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d12=2 ; d12=5 ; d12=4 ; d12=12 ; d12=6 ; d20=3 ; 6d8+14=39 ; d20=8 ; 6d10+14=57 ; 6d8+10=40 ;
Monday June 18th, 2018 11:45:01 PM


With Garret unceremoniously dumped at her feet, Sesha doesn't have much in the way of choices. She brings her longtime companion, who traveled with her even before the Chaos Bell, back from his early death.

Garret heals 77 hp and is restored to life, but receives one negative level.

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

Seshas serpent releases its grapple, and full attacks again.

Tail Slap: 39 and ignores 10 DR.
Bite: 57 damage.
Constrict: 40 and ignores 10 DR.

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

Witchfire

Turns serpent invis.



Zane (JCC) AC 48, CMB 22, CMD 38, HP 259/268, Blindsense 60' Character  d20=3 ; d20+30=46 ; d20+30=32 ; d20+30=45 ; d20+30=39 ; d20+30=49 ; d20+30=47 ; d20+30=45 ; 2d6+27=33 ; 2d6+27=33 ; d6+24=30 ; d6+24=25 ; d8+24=28 ; d8+24=31 ; d8+24=25 ; 2d6=4 ; 2d6=11 ; 2d6=6 ; 2d6=8 ; 2d6=4 ; 2d6=6 ; 2d6=6 ;
Monday June 18th, 2018 11:57:34 PM

Attacks....

Bite AC 46 Damage 34 (+4 holy)
Claw AC 32 Damage 28 (+11 holy)
Claw AC 45 Damage 31 (+ 6 holy)
Wing AC 39 Damage 30 (+8 holy)
Wing AC 49 Damage 25 (+ 4 holy)
Tail AC 47 Damage 25 (+6 holy)
Haste Bite AC 45 Damage 33 (+6 holy)


DM Mitch  d20+23=38 ; d20+23=29 ; d20+23=36 ; d20+23=37 ; d20+23=41 ; d8+12=19 ; d8+12=20 ; d8+12=20 ; d8+12=18 ;
Tuesday June 19th, 2018 7:35:35 AM

Garret looks around the room in surprise expecting to see some machinery not a control tower. He warns his friends about the bloodgrass liches before being slain by their attack.

Tink utters a prayer to Pantheon before stopping time, popping into the fortress after Garret, retrieving Garret’s body, casting Stinking Cloud and Black Tentacles, pops back by Sesha with Garret’s body in tow, and then summons some more T-Rexes.

Her aerial summons keep dive bombing the trebuchet doing a little bit of damage while her Earth Elementals and T-Rexes keep attacking the leg but they aren’t even halfway close to breaching it.

Zane plans to target more eyes and if there no more eyes then the Trebuchet.

Wyaar sends a barrage of arrows hurtling towards the eyes on the south wall, destroying the 4 remaining eyes there.

Beri directs his lightning at the new wave while encouraging the giants to keep it up with the arrows clearing the rest of the eyes that were left.

Restlin takes a moment to up his defenses.

Bosk attacks the fortress. The walls are thick and tough, so he focuses on around the arrow slits. He’s able to quickly make a hole large enough for a small creature to get in.

Sesha rezes Garret. Her serpent destroys a trebuchet.

All of the eyes are gone now. The last Trebuchet reloads. The archers resume their positions at the arrow slits and fire at the heroes they can see. Bosk (19 damage), Beri (20), Zane (20), and Wyarr (18) get hit.

Looking in the distance shows a new wave of enemies is indeed heading their way, but it will be several rounds before they arrive.

Map

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 139/168 (Spells) Luck Points: 22/26 
Tuesday June 19th, 2018 9:25:26 AM

Restlin sighs loudly as he sees more monsters rolling in. "Manfri better be crazy grateful after this," he says to no one in particular.

"Ok everyone. Seems the castle is full of bad guys, but we've got incoming. I say we teleport/dimension door inside and just slaughter everything in sight before the second wave gets to us. Who's in?"

Over the ring, obviously.

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: 77/232 Ki:10/17 CMD: 49 SR: 28] 
Tuesday June 19th, 2018 11:04:20 AM

Garret looks around as he comes back to life before he had even had a chance to explore the afterlife. He nods up to Sesha in thanks then quickly dodges the massive worm all around him. He responds to Restlin over the rings, "There are a bunch in there. There's the big lich, a little lich sidekick, and just piles of archers. We'd be outnumbered by quite a few and in very close quarters, so I'm not sure how effective we'd be in there. We might be better of throwing area of effect spells in the arrow slits at the archers to wear them down a bit first."

Still injured, Garret remains on the ground because he can't fly any more. He hides behind the worm to avoid arrows as much as possible. He ponders going over to help attack the legs but can see that's really going to take more than he's got in him.

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d12=8 ; d12=11 ; d12=7 ; d12=1 ; d12=2 ; d20=14 ; 6d10+14=42 ; 6d8+21=50 ;
Tuesday June 19th, 2018 12:30:16 PM


Sesha can see Garret considering jumping back into action, so she grabs him by the scruff.

"Not yet."

She casts a couple of spells on her favorite little monk, and has a couple more planned. She tells him as much.

Standard: Heal - Garret heals 150hp. It heals his ability damage from touch of idiocy. He still has his negative level.
Swift: Quickened Polymorph on Garret. Garret takes the form of a small Air Elemental.

(Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.)

Note the size bonus of dex stacks with your gear. So does the +2 natural armor because its a "natural armor bonus" and not an "enhancement to your natural armor bonus.

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

Seshas witchfire zips down to group level and casts invisibility on Garret.

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

The Worm rumbles around to the last remaining Trebuchet and goes to work.

Bite: 42 damage to treb.
Constrict: 50, ignoring 10 DR.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil  9d6=34 ;
Tuesday June 19th, 2018 4:03:46 PM

Wyaar flies over towards Restlin, arrow ready, "Whenever you're ready to send us in."

~~~~~~~

Lay on Hands: 34

Beriothian -- AC:38+4/18/36+4 HP: 228/231 Blink: 50% miss, CMD = 23  d100=43 ; d20+32=36 ;
Tuesday June 19th, 2018 10:03:48 PM

I agree that we should take the battle to them, but clearly they are waiting for us... we need a plan.
Beri quickly eyes the castle and checks for any signs that a trap is being laid for them should they try to eneter
perception = 32

He then activates his pearl of power to recall a spell and starts summoning a fourth storm giant.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 139/168 (Spells) Luck Points: 22/26 
Tuesday June 19th, 2018 11:36:04 PM

Restlin's ready to move folks once they've made up their minds. There's little he can do from out here. He could throw a fireball in, but it wouldn't affect most of the things in there.

Zane (JCC) AC 48, CMB 22, CMD 38, HP 259/268, Blindsense 60' Character 
Tuesday June 19th, 2018 11:46:35 PM

Zane once again, flicks the arrow that came towards him, off target with a claw. Zane, over the rings, "Ready if we're going in, whenever you take us..... I'll put myself in the Lich's face, just keep me up....."
Hovering near the rest, he looks ready....

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 199 hp (+47 temp) /169   d100=29 ; d100=33 ; d20+50=68 ; 3d8+13=32 ; 4d6=17 ; 2d6=12 ; d20+32=45 ; 3d8+11=19 ; 4d6=12 ;
Wednesday June 20th, 2018 12:14:17 AM

d20+32=33 ; 3d8+11=30 ; 4d6=16

I too prepare for the attack and cast entropic shield on myself along with a quickened true strike. Give me the coordinates and I will also jump in (using a hero point) and then full out attack them. With True Strike and numerous protections I will give you whatever time you need. Should that fail, the pride of my people will keep me standing, and after that the honor of the Iron Dragons!

Actions
---------------------------------
Blink = 29 atk against Bosk hits
Blur = 33 atk against Bosk hits

In necessary
AoO 1: Hit AC 70 (using true strike) for for 32 dmg + 17 sneak +12 bane from embryon's tear = 61 dmg
AoO 2: Hit AC 45 for for 19 dmg + 17 sneak = 36 dmg

DM Mitch  d20=8 ; d20=10 ; d20=7 ; d20=17 ; 3d8=15 ; 3d8=8 ; 3d10=11 ; 3d10=23 ; 3d10=27 ; d20+23=34 ; d20+23=43 ; d20+23=29 ; d20+23=30 ; d20+23=36 ; d20+23=31 ; d20+23=30 ; d20+23=40 ; d20+23=41 ; d20+23=32 ; d8+12=16 ; d8+12=17 ; d8+12=14 ; d8+12=17 ; d8+12=17 ; d8+12=14 ; d8+12=16 ; d8+12=19 ; 36d6=126 ; 5d6=19 ; d8+12=15 ; d10=3 ; d10=1 ; 6d10=33 ; 6d10=24 ; 6d10+14=45 ; d20+33=48 ; d20+45=46 ;
Wednesday June 20th, 2018 8:25:14 AM

Restlin opines over the rings that they should dimension door / teleport into the castle to deal with the bad guys. He is ready whenever anyone else is.

Garret comes back to life, thanking Sesha, he tells the others about what he saw in there and hides behind a worm carcass.
(Garret only Int Check DC 15 Highlight to display spoiler: {The former human now bloodgrass lich you fought seemed subservient to the serpent folk lich in there. Could the one you have fought previously been the apprentice not the master? })

Sesha heals Garret further including his wisdom damage and then turns him into a small air elemental. The witchfire makes Garret invisible while the worm goes to work on the remaining trebuchet.

Wyaar flies over to Restlin using Lay Upon Hands on himself and tells him to send them in when ready.

Beri agrees they should take the battle to the liches but looks for any potential traps while summoning yet another giant using the pearl of power.

Zane says he’s also ready to go in whenever Restlin is ready to take them. He says he will fight the lich just keep him up.

Bosk prepares himself further and then asks for the coordinates in order to jump in and attack.

Tink fails to act.

While all this is going on there is a rumbling from within the crystalline structure. The top half of one of the towers breaks off from the crystalline castle, shedding the parapets as it goes and turning sideways, growing more eyes, stabilizing fins, and siege engines until what appears to be a flying crystalline selachian shape with what appear to be 2 side mounted crystalline arrow springals on swivels and 2 crystalline swivel mounted rocket springals below them. A big glowing red crystal illuminates the bottom of this strange craft and you notice more arrow slits and eyes adorning this strange contraption. (OOC: This thing is much more mobile than the castle was so targeting a particular piece like the eyes, arrow slits, siege engines or crystal on bottom etc will incur called shot penalties).

It hovers over the fortress and unloads, firing down at them. Everyone is grouped enough that they all take damage - 19 from the arrows (Reduced by DR) and 61 fire damage from the rockets (also reduced by DR/fire resist).

The Lich Master casts Mage’s Disjunction, dispelling everyone’s buffs and every PC must roll will for their magic items (DC 33) or those items become non-magical.

The other lich note’s Garett up and about and scowls before hitting him with a Disintegrate (126 damage, DC 28 save for 19),

Arrows fly out from the fortress left behind as well as the flying section above them. 4 or so seem to be in the flying section while 5 remain in the rest.

Bosk takes 16.

Zane takes 17

Restlin takes 14

Beri takes 17
Wyarr takes 17

Sesha takes 14

Tink takes 16

Garret gets hit twice for 34.

The domination of the Ground Serpent is also dispelled. Suddenly very annoyed at the lady who controled its mind. It moves over to Sesha and bites down on her for 103 damage (vital strike) and grabbing her.

Map

[DM Hugh] - roll  d100=48 ;
Wednesday June 20th, 2018 10:40:53 AM

(OOC: record keeping)

[DM Hugh] - roll  d20+22=40 ;
Wednesday June 20th, 2018 10:54:19 AM

(OOC: record keeping post 2)

Garret Goodbarrel [AC:43/37/35; +4 vs AOO; Blur: 20% miss; HP: -13/232 Ki:10/17 CMD: 49 SR: 28]  d20+23=26 ;
Wednesday June 20th, 2018 11:44:10 AM

Garret starts to move around when Sesha turns him into a little whirlwind. He says, "Oh, this looks like fun." Then he disappears once again.

Wyaar ( Sheet) AC 35/19/30, CMD 40 , HP 132/153, DR 5/Evil  d20=17 ; d20=3 ; d20=3 ; d20=12 ; d20=16 ; d20=10 ; d20=7 ; d20=8 ; d20=2 ; d20=19 ; d20=4 ; d20=2 ; d20=17 ; d20=16 ; d20=15 ; d20=11 ; d20=20 ; d20=11 ; d20=16 ; d20=14 ; d20=17 ; d20=12 ; d20=4 ;
Wednesday June 20th, 2018 3:28:04 PM

(Place holder with rolls)

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: -49/196 Ki:10/17 CMD: 46 SR: 28]  d20+23=37 ; d20+23=38 ; d20+23=26 ; d20+23=43 ; d20+23=29 ; d20+23=34 ; d20+23=34 ; d20+23=24 ; d20+23=26 ;
Wednesday June 20th, 2018 4:47:07 PM

Rolling them bones...

Bosk AC: 42/20/38 (+1 Air Mastery+2vs evil) blur, blinking, DR10/magic 5/evil, 10/acid, CMD: 35 199 hp (+47 temp) /169   d20+26=31 ; d20+26=31 ; d20+26=28 ; d20+26=40 ; d20+26=36 ; d20+26=41 ; d20+26=46 ; d20+26=41 ; d20+26=43 ; d20+26=28 ; d20+26=34 ; d20+26=39 ; d20+26=36 ; d20+26=38 ; d20+26=44 ; d20+26=40 ; d20+26=30 ; d20+26=35 ; d20+26=32 ; d20+26=30 ; d20+26=44 ; d20+26=43 ; d20+26=42 ; d20+26=43 ; d20+26=43 ; d20+26=29 ; d20+26=31 ;
Wednesday June 20th, 2018 5:13:54 PM


Amulet of Natural Armour +2 = 31, fail
Bastard Sword = 31 +4 for hero point = pass
Belt of Physical Might +4 = 28 reroll with greater iron will = 40 = pass
BoH Type = 36, pass
BoH Type 2 = 41, pass
Cloak of Resistance +5 46, pass
Dust of Disappearance = 41, pass
Dusty Rise Ionu stone = 43, pas
Elixir of Fire Breath = 28, fail
Embryon's Tear +1= 34, pass
Feather Token Anchor = 39, pass
Feather Token Swan Boat = 36, pass
Full Plate= 38, pass
Gargul's Eye (legacy item) = 44, pass
Heavy steel shield = 40, pass
Ishgaran belt of con = 30, fail
Ishgaran headband int = 35, pass
Ishgaran headband wis = 32, fail
Necklace of Fireball = 30, fail
Pearl of Power = 44, pass
Portable Hole = 43, pass
Ring of Protection = 42, pass
Ring of Blinking = 43, pass
Staff of the Unblinking Eye = 43, pass
Staff of Sundered Blood = 29, fail
Tauric Totem Bag = 31, fail



Zane (JCC) AC 48, CMB 22, CMD 38, HP 259/268, Blindsense 60' Character  d20+26=27 ; d20+26=38 ; d20+26=31 ; d20+26=35 ; d20+26=28 ; d20+26=35 ; d20+26=36 ; d20+26=34 ; d20+26=33 ; d20+26=33 ; d20+26=27 ; d20+26=32 ; d20+26=36 ; d20+26=32 ; d20+26=28 ; d20+26=36 ; d20+26=31 ; d20+26=46 ; d20+26=36 ; d20+26=38 ; d20+26=27 ; d20+26=34 ;
Wednesday June 20th, 2018 5:58:27 PM

Rod lesser Extend 1 = 27 fail (destroyed)
Rod lesser Extend 2 = 38 pass
Rod lesser Extend 3 = 31 fail
Kama of Defending = 35 pass
Efficient Quiver = 28 fail
Monk's Robe = 35 pass
Cloak Resistance +4 = 36 pass
Handy Haversack = 34 pass
Ring of Counterspells = 33 pass
Ring of Invisibility = 33
Continual light pebble = 27 fail (destroyed)
Continual light pebble = 32 fail
Belt of physical might +6 = 36 pass
Headband of +4 = 32 fail
Goggles of night = 28 fail
Amulet mighty fists = 36 pass
Potion Barkskin 1= 31 fail
Potion Barkskin 2 = 46 pass
Potion Barkskin 3 = 36 pass
Potion Barkskin 4 = 38 pass

Will be a day or so refiguring stats and attacks....



Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 58 or 94/196 Ki:10/17 CMD: 46 SR: 28] 
Wednesday June 20th, 2018 6:16:03 PM

Garret rolls around and moans as the massive attacks hit him. Then he rolls into the grasses, looking for a place to hide while sorting out which way is up. He throws away a few items that used to be nice and shiny but are now dark and dull after the spell attack.

OOC:
Used the hero point, so he's alive, but I don't know if he has 58 or 94 hit points.

Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33]  d20+24=35 ; d20+24=29 ; d20+24=28 ; d20+24=40 ; d20+24=32 ; d20+24=35 ; d20+25=26 ; d20+25=36 ; d20+25=36 ; d20+25=44 ; d20+25=34 ; d20+25=29 ; d20+25=40 ; d20+25=28 ; d20+25=38 ; d20+25=40 ; d20+25=38 ;
Wednesday June 20th, 2018 8:44:32 PM


Sesha's stuff.

Boots of Teleportation: Pass
Brahmas Tattoo: Fail
Brooch of Shielding: Fail
Celestial Armor: Pass
Gloves of Storing: Fail
Hand of the Mage: Pass
Headband of Intellect: Pass, with Hero Point.
Ioun Stone, Orange Prism: Pass
Ring of Counterspells: Pass
Ring of Counterspells: Pass
Ring of Counterspell: Fail
Prayer Beads: Pass
Vediks Headband of Concentration: Pass

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

Handy Haversack: Pass
Metamagic Rod of Extend: Pass

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

Spells all go el-poofo.

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

NOTE TO ALL: It's only permanent items. I don't think it hits scrolls, potions, or consumables.



Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23  d100=31 ; d100=54 ; d100=13 ; d20+30=49 ; d20+30=46 ; d20+30=44 ; d20+30=46 ; d20+30=42 ; d20+30=50 ; d20+30=42 ; d20+30=49 ; d20+30=36 ; d20+30=48 ; d20+30=31 ; d20+30=45 ; d20+30=36 ; d20+30=36 ; d20+30=37 ; d20+30=31 ; d20+30=31 ; d20+30=46 ;
Wednesday June 20th, 2018 9:43:20 PM

bookkeeping

blink-arrows = 31=hit
blink-rockets = 54 =miss

items affected
dragonhide Armor (blue) with the "Wild" enchantment = 49
Ring of Protection = 46
Cloak of Resistance = 44
Belt of Mighty Constitution = 46
Headband of Inspired Wisdom = 42
Druid Vestments = 50
Amulet of Natural Armor =42
Pale Green Prism = 49
Dusty Rose Prism = 36
Ring of blinking = 49
thunderstones = 31
Cloak of Comfort = 45
Alchemist’s Fire = 36
Bag of holding = 36
Prayer Beads- standard = 37
Gem of seeing = 31
Feather Token-tree = 31
Pearl of power = 46


Sesha [AC 35 /23 To/35 Fl] | HP 129/129 | CMD 33] 
Wednesday June 20th, 2018 10:09:50 PM


Grappled by the snake, Sesha doesn't have many options. Thankfully, Pot-pot has her back.

"Hang on, Sesha. Back to the Shadows with us!"

Pot pot uses his daily charge of Shadow Walk, and he and Sesha slip once more into the shadow realm.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 135/168 (Spells) Luck Points: 16/26  d20+27=33 ; d20+27=43 ; d20+27=44 ; d20+27=45 ; d20+27=33 ; d20+27=46 ; d20+27=47 ; d20+27=30 ; d20+27=39 ; d20+27=32 ; d20+27=31 ; d20+27=29 ; d20+27=38 ; d20=3 ;
Wednesday June 20th, 2018 10:24:25 PM

My wand of protection from evil, efficient quiver, maximize rod, and pearl of power VI are all sleeping. My quiver's not nearly full enough to not handle its load without the magic, so I should be fine there. I'm no longer an air elemental, and you two just stole the $$ it cost to cast permanency - see invisible. Grr.

"We're gonna die down here. At least up there you guys can punch back. We need to move."

Restlin grabs Wyarr and Garret, ready to teleport up to the ship the moment the word is given.

***

Move: Go to Wyarr and Garret.
Standard: Readied action - if the party decides to teleport, Restlin does so w/ Garret and Wyarr in tow.

AC is 21/12/16 this round. CMD is 23. Eeesh.

Edit - I can take Zane too if he needs it. I know the rest of you can handle it on your own.

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23  5d6=20 ; 3d6=12 ; 3d6=7 ; d20+17=34 ; d20+17=21 ; d20+17=29 ; d20+17=37 ; d20+17=34 ; d20+12=32 ; d20+12=14 ; d20+12=29 ; d20+12=25 ; d20+12=32 ; d20+12=17 ; d20+7=23 ; d20+7=25 ; d20+7=19 ; d20+7=13 ; 3d6+16=24 ; 3d6+16=27 ; 3d6+16=26 ; 3d6+16=27 ; 3d6+16=22 ; 3d6+16=25 ; 3d6+16=30 ; 3d6+16=23 ; 3d6+16=30 ; 3d6+16=25 ; 3d6+16=25 ; 3d6+16=22 ;
Wednesday June 20th, 2018 10:29:07 PM

The druid finishes up his summons and takes in the destruction going on about him.
stay focused, don't let them take advantage of the chaose they caused.
(I believe that a druid's form isn't affected by the spell, if it is Beri will burn a hero point to transform back)

***assuming lightning was high enough it wasn't dispelled***

Noticing that the new craft is much smaller and targets closer together, the druid sends all three bolts down on it and hopes some land where they will have an effect.

**lightning storm**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 20 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 12 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 7 damage.

***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 three storm giants were flying above the spell's radius (based on spell description and update saying specifying PCs were affected).
They are joined by the new storm giant that beri just summoned
The four of them draw their bows back and let loose on the tightly packed group of targets

SG1 HP = 138 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 34
damage 1 = 24

attack 2 = 32
crit roll for x3 = 14
damage 2 = 27

attack 3 = 23
damage 3 = 26

SG2 HP = 122 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 21
damage 1 = 27

attack 2 = 29
damage 2 = 22

attack 3 = 25
damage 3 = 25

SG3 HP = 157 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 29
damage 1 = 30

attack 2 = 25
damage 2 = 23

damage 3 = 19
attack 3 = 30

SG4 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 37
crit roll for x3 = 34
damage 1 = 25

attack 2 = 32
crit roll for x3 = 17
damage 2 = 25

damage 3 = 13
attack 3 = 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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



[DM Hugh] - roll  d4=1 ;
Wednesday June 20th, 2018 11:47:53 PM

(OOC: 3rd record keeping post)

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 151 hp (-18 lost con) /169   d100=59 ; d100=88 ;
Thursday June 21st, 2018 12:28:37 AM

What little remains of my revenge ravaged soul tears apart as I watch Garret once again fall and Sesha vanish from view. I hesitated to prepare last round, and their deaths are on my hands, and I swear vengeance on those responsible as I vow to never again let a friend fall because of my inaction. YOU UNHOLY BLIGHTS! I SWEAR BY JANCASSIS BACK BRAID THAT I WILL END YOU THIS DAY! Summoning my every ounce of strength I rip through the fabric of space and time to find myself instantaneously at the hole I pummeled in the ship, and I thrust my arms through it. TODAY YOUR BLOODGRASS ABOMINATION WILL DIE AND WE WILL ALL PERISH TOGETHER! I shove the portable hole into my bag of holding and grin as we are all sucked into sweet oblivion!

As we are pulled through I draw on the last of my heroic strength (hero point) and planeshift myself back to the battle field, drained and exhausted.

Actions
--------------------------
Bink to avoid arrows = 19, success, atk missed Bosk
flame = 1/2 dmg for blink (ring survived the Disjunction) -10for Dr = 21dmg
(I am assuming the disjunction gets rid of my temporary hit points and subtracted them.)

I will (using a hero point in necessary for an additional action) dimensional hop to the ship with the liches, shoving my arms through the hole.

I then shove my large sized portable hole into my large sized Bag of Holding while positioning it so that the two liches (and hopefully the ship) will be sucked in in the proess. If I can only get one lich I will go for the master. I will then use a hero point to planshift myself back.

If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process. 10ft radius should cover the entire ship.

ooc: if for some reason this will not work please put me on top of a rocket and full attack it. (I assume they do not have arrow slit in their rockets.

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 151 hp (-18 lost con) /169  
Thursday June 21st, 2018 12:30:45 AM

also, last post I got an AoO on the ship's rocket as it took off.
AoO 1: Hit AC 70 (using true strike) for for 32 dmg + 17 sneak +12 bane from embryon's tear = 61 dmg
(I assume sneak doesn't count so 44dmg actually)

Zane (JCC) AC 31, CMB 22, CMD 38, HP 189/268, Blindsense 60' Character 
Thursday June 21st, 2018 1:41:05 AM

Zane casts a shield spell and then flies up towards the crystal craft, as he takes off he draws the Kama and uses the defending ability.....

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+18=35 ; d20+18=30 ; d20+21=39 ; d20+21=34 ; 2d6+9=19 ; 2d6+9=19 ; 2d8+7=13 ; 2d8+7=18 ;
Thursday June 21st, 2018 6:04:53 AM

Tink feels the Mage's Disjunction spell coming her way and thanks Pantheon (and Wardd a little) that her contingency spell held.

She moves out of the antimatic field and heads west
Tink directs her summons to attack and camp over/in-front-of the siege weapons. They may not do much damage but they may make good shields.

-------------------
Move action: Move 20ft west
Standard action: Cast Wall of Force to act as a shield for the party on the ground

Roc 1: Hit AC35 for 19pts
Roc 2: Hit AC30 for 19pts
GAE 1: Hit AC39 for 13pts
GAE 2: Hit AC34 for 18pts

OOC: Some of my posts look to have gone missing. I had one where the GAEs turned into Whirlwinds, and another where Tink looked for the stinking cloud/dismissed the black tentacles


RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+40=56 ;
Thursday June 21st, 2018 8:00:14 AM

OOC: Since I'm on it though... Perception check to look for any indications of Tinks earlier spells: 56

DM Mitch  3d8=22 ; 3d8=11 ; 3d10=28 ; 3d10=10 ; d20=19 ; d20=20 ; d20=5 ; d20=17 ; d20=18 ;
Thursday June 21st, 2018 8:06:56 AM

Garret starts to move around when Sesha turns him into a little whirlwind, thinking it looks like fun only to have the spell stripped from him. He manages to heroically survive the onslaught this time only to lose some of his items before hiding in the grass to regroup.

Sesha is grappled by the snake she previously dominated is saved by potpot who shadow walks her to safety.

Restlin says they are going to die down there as many of his items get suppressed by the field and he is low on funds. He grabs Wyaar and Garret and prepares to teleport them up there.

Beri figures they shouldn’t let the liches take advantage of the chaos they caused and then sends his lightning at the craft they are riding around in. Unfortunately the crystalline structure of the craft is unfazed by the lightning. Most of his giant’s arrows bounce harmlessly off the thick crystal but 2 of the 4th giant’s arrows fly true though they don’t hit anything vital and are somewhat thwarted by the hardness of the craft. (30 damage total)

Bosk yells in rage and teleports up to the liches, then banishes them with his portable hole and bag of holding.

Zane takes off towards the craft.

Tink has her posts eaten by an internet dragon, but manages to move her summons to in front of the siege weapons.

The liches may be gone, but their craft seems to have a mind of it’s own as it keeps attacking. It takes off, flying up and down, trying to avoid the summons and get a clear shot at the party. They must make a fly or combat maneuver check and beat it’s CMD of 54 to stay in front of the weapons and eat the shots.

For each failed check it hits Bosk for 22 damage from arrows, 11 damage from arrows, 28 damage from rocket fire, and 10 damage from rocket fire- the summons take the damage instead for each successful check. (OOC: anything w/in 15 feet of bosk or the summons also take listed damage; so if the summons are clumped in a 15 feet stack they’ll all take the damage)

Elsewhere in the circle it would appear that the enemies are being beaten back successfully as the Silver Shields finish off a pair of T-Rex with the help of the summons the Iron Dragons sent and the Agents of Fist hold off a particularly dangerous Bandersnatch.

“YOU VILLAINS, DID YOU NOT THINK I HAD RESERVES? RIGHT AND FREEDOM WILL WIN, AND THE LAND WILL BE REBORN! I WILL OVERWHELM YOU WITH SHEER NUMBERS.” Sarr claims as even more creatures erupt from its diminished form. Sarr now smaller still.

Any PC that looks sees an enormous creature rushing towards them. It’ll arrive next round. It looks like a cross between a purple worm and a dire bat or a dragon and is wearing a massive metallic crown.

(Appraise DC 35: Highlight to display spoiler: {If you had to guess you would say that crown was forged from pure adamantium and is worth a king’s ransom})

Anyone who looks more closely (perception 40) sees that Highlight to display spoiler: { a wave of giant shelled creatures oozing with malice are rushing towards you… at 5 feet per round. They will arrive next Sunday. But when they get there!}

Map


Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 153/153, DR 5/Evil 
Thursday June 21st, 2018 9:56:32 AM

Weapon: Pass
Armor: Fail
Belt of Dex: Fail
Goggles: Pass
Headband: Pass
Amulet: Fail
Ring of protection Fail
Cloak of Resistence: Fail
Bracers of archery: fail
Ishgaran belt: good
Boots: fail
slotless boots: fail
Pants: Good
Quiver: Good
Slotless Ring of Evasion: Good

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 153/153, DR 5/Evil  9d6=34 ;
Thursday June 21st, 2018 10:07:11 AM

Last Round Action:

Math!

Swift: Lay on Hands
Standard: cast Greater Magic weapon back on his bow so I have to do less math
Move: Detect Evil on the big thing approaching

Header updated with new AC/CMD

Lay on Hands 7/16



Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 92 or 128/196 Ki:10/17 CMD: 46 SR: 28]  d20+28=42 ;
Thursday June 21st, 2018 11:27:14 AM

Garret rolls through the grass and nimbly jumps to his feet. He looks around again and throws down his now blackened belt. He can feel his life force ebbing and flowing, not sure if he is alive or dead. He looks and sees the massive thing coming at them and the slow things (perception: 42).

He looks up at the flying things and knows he can't do much up there. Then he looks at the giant worm and says, "Looks like I'm going to fight that thing from the inside!"

Zane (JCC) AC 31, CMB 22, CMD 38, HP 189/268, Blindsense 60' Character 
Thursday June 21st, 2018 1:16:02 PM

Zane casts Stoneskin once more and then fliys the rest of the way to the "ship" and lands on it or hovers right under/over it .
"I might not hit as many times anymore, but I'll still hit just about as hard..."

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 153/153, DR 5/Evil  d20+32=43 ; d20+23=37 ; d20+23=42 ; d20+27=30 ; d20+18=29 ; d20+13=33 ; d20+13=21 ; d8+15=23 ; d8+15=22 ; d8+15=16 ; d6+15=20 ; d6+15=19 ; d6+15=21 ; d6=4 ; d6=6 ; d6=5 ;
Thursday June 21st, 2018 3:09:25 PM

Current Round:

Wyaar changes his focus to the worm no longer under the groups control and sends some arrows its way.

Also depending on result of detect evil before will Smite the big thing approaching them if evil

~~~~~~~~~~~

Swift Action: If the thing is evil, Smite

Full attack on the serpant

Attack 1: Hit AC 37, 45 piercing, 10 electric
Attack 2: Miss
Attack 3: Miss
Attack 4:Miss
Rapidshot: Hit AC 42, crit confirm fail, 16 piercing, 5 electric

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 135/168 (Spells) Luck Points: 16/26  d20+19=28 ; d20+22=27 ; d20+20=36 ;
Thursday June 21st, 2018 3:40:59 PM

Restlin sees the worm incoming and throws a repulsion field up around himself. He's sure Garret's capable of beating it up from the inside, but eww.

***

Standard: Cast repulsion - will save DC 28 to come any closer than 180' to Restlin. SR check is 27 if applicable.

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

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23  d20+32=50 ; 5d6=19 ; 3d6=6 ; 3d6=9 ; d20+28=48 ; d20+28=47 ; d20+28=31 ; d20+28=35 ; d20+28=37 ; d20+28=46 ; d3=1 ; d20+28=37 ; d20+28=44 ; d20+28=39 ; 2d6+16=23 ; 2d6+16=24 ; 2d6+16=22 ; 2d6+16=22 ; 2d6+16=22 ; 2d6+16=20 ; 2d6+16=23 ; 2d6+16=26 ;
Thursday June 21st, 2018 9:41:28 PM



Beri looks out and sees a wave of... something appraching. Very slowly, but sttill it's something he'd rather not have to deal with until this flying monstrosity is taken care of.
I don't know what's headed our way, but I'm going to try to keep them away for the time being.
Assuming they don't have wings, Beri casts reverse gravity on the wave of approaching shelled creatures.

perception = 50

***assuming lightning was high enough it wasn't dispelled***

Beri sends the lightning down on the work, hoping that he'll get lucky

**lightning storm**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 19 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 6 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 9 damage.

***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 giants realize that ranged attacks are going to be useless, so the move into melee range and slame into the craft with their massive bodies

SG1 HP = 138 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 48
crit roll = 47
damage 1 = 23

slam 2 = 31
damage 2 = 24

SG2 HP = 122 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 35
damage 1 = 22

slam 2 = 37
damage 2 = 22

SG3 HP = 157 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 46
damage 1 = 22

slam 2 = 37
damage 2 = 20

SG4 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 44
damage 1 = 23

slam 2 = 39
damage 2 = 26

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 120 hp (-18 lost con) /169   d20+20=29 ; 2d20+6=38 ; 4d6=19 ; d20+18=22 ; d8+6=8 ; 4d6=8 ; d20+16=18 ; d8+6=8 ; 4d6=19 ; d20+15=29 ; 2d8+6=17 ; 4d6=10 ; d20+13=23 ; d8+6=10 ; 4d6=15 ; d20+10=14 ; 2d8+6=22 ; 4d6=12 ; d20+15=31 ; d8+6=8 ; 4d6=16 ; d20+22=32 ; d20+22=41 ; d20+22=42 ; d20+22=26 ; d20+22=36 ; 2d8+6=15 ; 2d8+6=9 ; 2d8+6=9 ; 2d8+6=19 ; 2d8+6=19 ; 4d6=18 ; 4d6=20 ; 4d6=15 ; 4d6=14 ; 2d6=7 ; 2d8+6=16 ;
Friday June 22nd, 2018 12:10:39 AM

A gray viscus ooze drips off me as I am pulled back from the astral rift and into the physical realm, realizing that death is not yet ready for me. Shouting back at the Sar I bellow, YOUR TIME IS AT AN END! I SWEAR BY THE NIGHT SKY AND THE EVER-MOVING MOON, I WILL SLIT YOU YOU OPEN AND SPLASH AROUND LIKE A CHILD IN A MUDDY PUDDLE. GOD HIMSELF WILL WEEP WHEN HE HEARS WHAT I HAVE DONE TO YOU!

All around me arrows rain down and I am bathed in flame. Each arrow that pierces my side strengthens me and the fire builds me passion. I do not even try to dodge the attacks as they fuel my rage.

Actions
--------------------------
I am making no rolls to dodge the attacks, taking the damage so it will not affect the summoned creatures. There has been too much death on our side already.

Use pearl of power to recast a quickened entropic shield

Note that I was told I received an AoO as the craft went airborn
AoO 1: Hit AC 70 (using true strike) for for 32 dmg + 17 sneak +12 bane from embryon's tear = 61 dmg

Full attack on the craft
Main Hand Atk 1 Hit AC 31 for 18 dmg + 19 sneak dmg + 7 for bane from embryon's tear = 40 dmg
Off Hand Atk 1 Hit AC 22 for 8 dmg + 8 sneak dmg = 16 dmg
Nat Atk Horn Gore Hit AC 18 for 8 dmg +19 sneak = 27 dmg
Main Hand Atk 2 Hit AC 29 for 17 dmg + 10 sneak dmg = 27 dmg
Off Hand Atk 2 Hit AC 23 for 10 dmg + 15 sneak = 25 dmg
Main Hand Atk 3 Hit AC 14 for 22 dmg + 12 sneak dmg = 34 dmg
Off Hand Atk 3 Hit AC 31 for 8 dmg + 16 sneak = 24 dmg

AoO If needed for the enemies round/action (Reach 10ft, see invisible, ghost touch, combat reflexes, can make AoO while flat footed, blind fighting, dark vision and tremor sense)
AoO 1 with Bastard Sword hit AC 32 for 15 dmg + 18 sneak dmg = 33 dmg
AoO 2 with Bastard Sword hit AC 41 confirm crit = 42 for 18 dmg + 20 sneak dmg = 38 dmg
AoO 3 with Bastard Sword hit AC 26 for 19 dmg + 15 sneak dmg = 34 dmg
AoO 4 with Bastard Sword hit AC 36 for 19 dmg + 14 sneak dmg = 33 dmg

+3 to atk and weapon dmg were added for after rolling for Inspire Courage
(Attacks have +2 blink, +2 flank.. Bosk has a 10ft reach.)

Highlight to display spoiler: {
Entropic shield
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
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 SPIDER VENOM on flail

Spells
}

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33]  d4+1=4 ;
Friday June 22nd, 2018 12:18:25 AM


In the realm of shadow again, Sesha collects herself. With all of her magic disjoined, she has to start from scratch. She calls her final high magic, another time stop, to mend what was stripped.

She has 4 rounds available.

Round 1: Quickened Barkskin, Mind Blank
Round 2: Quickened Shield of Faith, Greater Immortal Summons
Round 3: Blink, Quickened Spectral Hand
Round 4: Magic Vestment. Draw healing potion. Receive invisibility from Witchfire.

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+20=29 ; d4+1=5 ; d3=3 ; d3=3 ; d20+50=57 ; d20+22=36 ; d20+22=31 ; d20+22=27 ; 2d10+10=19 ; 2d10+10=24 ; 2d10+10=23 ; d20+20=33 ; d20+20=30 ; d20+20=33 ; 4d6+22=34 ; 4d6+22=38 ; 4d6+22=41 ; d20+21=33 ; d20+21=31 ; d20+21=34 ; d20+21=41 ; d20+21=33 ; d20+21=33 ; 2d8+7=15 ; 2d8+7=14 ; 2d8+7=11 ; 2d8+7=18 ; 2d8+7=15 ; 2d8+7=21 ; d20+18=37 ; d20+18=33 ; 2d6+9=16 ; 2d6+9=17 ; d20+29=43 ; d20+29=31 ; d8+6=9 ; d8+6=9 ; d8+6=12 ;
Friday June 22nd, 2018 6:58:23 AM

Tink hopes Sesha gets back real soon. She's fairly sure all of those witchy spells should have been saved from the disjunction thanks to that antimagic field.

That construct craft is proving to be very tough for her summons to get through. Tink tries to prepare instead for the worm/bat/dragon.

"There's some smaller things coming across the ground towards us but real slow" Tink relays over the link "5 feet at a time perhaps?"

She stops time once more to bring in some more summons.

Tinks summons are pretty ineffective against the construct and Bosk looks to have it under control anyway. She instead directs the flyers to head off the approaching monster.

The Air Elementals try to form a shield bolstered by the Rocs.

The Ghaele Azatas take to the air.

The Lilend Azata takes a request and start a performance: "Risin' up, back on the street.."

The Hound Archons run around near different party members to lend some aid.

The Earth Elementals and TRexs finally have a ground target and go for the worm.

-------------------
Appraise vs DC35: 29 = Fail
Perception vs DC40: Autopass

Standard: Use Hero Point to recast Time Stop
-- Bonus 1: Cast Summon Monster IX - Ghaele Azata
-- Bonus 2: Cast Summon Monster IX - Ghaele Azata
-- Bonus 3: Cast Summon Monster VIII - 3 x Greater Air Elementals
-- Bonus 4: Cast Summon Monster VI - 1 x Lilend Azata
-- Bonus 5: Cast Summon Monster V - 3 x Hound Archons
Move: Move/fly 35ft north. Stealth: 78 (68 + 20 Moving Invis - 5 for more than half speed)

Gha1 - Standard action to take Light form. Fly 50ft north
Gha2 - Standard action to take Light form. Fly 50ft south

Lilend Azata
- Move action: Starts an Inspire Courage performance. Every ally in earshot gets a +2 bonus on attack and weapon damage rolls
- Move action: Move southeast and away from the party

AIR ASSAULT
==============

(I've assumed the critter is coming from the west. Please adjust these directions to suit!)

Going for a formation like:
A1
--R1
----A3
------A5
----A4
--R2
A2

GAE1 - Fly 100ft west. Ready action to hit thing if it gets in reach. Hit AC33 for 15pts
GAE2 - Fly 100ft west. Ready action to hit thing if it gets in reach. Hit AC31 for 14pts

Roc1 - 40dmg - Fly 80ft west. Ready action to hit thing if it gets in reach. Hit AC37 for 16pts + Grab 43
Roc2 - 11dmg - Fly 80ft west. Ready action to hit thing if it gets in reach. Hit AC33 for 17pts + Grab 31

GAE3 - Fly 60ft west. Ready action to hit thing if it gets in reach. Hit AC34 for 11pts
GAE4 - Fly 60ft west. Ready action to hit thing if it gets in reach. Hit AC41 (Nat20). Crit on AC33. 18pts + 15pts if crit.

GAE5 - Fly 40ft west. Ready action to hit thing if it gets in reach. Hit AC33 for for 21pts

GROUND ASSAULT
==============

I haven't placed these around the map for fear of blocking everything else out...

GEE1: Move to attack Worm. 15ft reach. Hit AC36 for 19pts
GEE2: Move to attack Worm. 15ft reach. Hit AC31 for 24pts
GEE3: Move to attack Worm. 15ft reach. Hit AC27 for 23pts

T-R1: Move to attack Worm. 20ft reach. Hit AC33 for 34pts
T-R2: Move to attack Worm. 20ft reach. Hit AC30 for 38pts
T-R3: Move to attack Worm. 20ft reach. Hit AC33 for 41pts

Hound1: Run up behind Garret and casts Aid. Garret gets 9TempHP and a +1 morale bonus on attack rolls and saves against fear effects
Hound2: Run up behind Wyarr and casts Aid. Wyarr gets 9TempHP and a +1 morale bonus on attack rolls and saves against fear effects
Hound3: Run up behind Beri (not sure if he is flying or not) and casts Aid. Beri gets 12TempHP and a +1 morale bonus on attack rolls and saves against fear effects


DM Mitch  d20=19 ; d20=17 ; d20=17 ; d20=9 ; 3d8=8 ; 3d8=14 ; 3d8=10 ; 3d10=8 ; 3d10=13 ; d20+23=29 ; d20+23=34 ; d20+23=43 ; d20+23=34 ; d20+23=28 ; d20+23=31 ; d20+23=27 ; d20+23=43 ; d20+23=39 ; d20+23=43 ; d20+23=39 ; d12+8=13 ; d12+8=9 ; d12+8=9 ; d12=3 ; d12+8=18 ; d12+8=11 ; d12+8=12 ; d12+8=18 ; d12=5 ; d12+8=9 ; d12=5 ; d12+8=13 ; d100=13 ; d100=32 ; d100=15 ; d100=31 ; d100=67 ; d100=82 ; d100=62 ; d100=29 ; d100=8 ; d100=22 ; d100=33 ; d100=50 ; d100=55 ; d100=71 ; d100=77 ; d100=39 ;
Friday June 22nd, 2018 8:01:20 AM

Garret leaps to his feet and looks around the battlefield.

Zane buffs himself and flies to the ship.

Wyarr shoots the worm twice.

Restlin casts Repulsion.

Bosk returns and vents his rage on the flying craft but doesn't manage to do much against it’s thick armor (AC 43)

Sesha casts buffs in the shadow realm.

Tink directs her summons to attack the worm and intercept the incoming monstrocity.

The attack craft fires at Bosk again since he seems to not be dodging, but he blinks at the exact moment they hit and is untouched.

A tear in reality opens and the Liches and their archers reappear on the battlefield. The archers focus fire Bosk. He should be dead from the rain of arrows, but more than half pass through him as he phases in and out.

The flying creature crashes through Tink’s summons, who scratch at it as it goes by, and stops directly above the party. It’s some sort of horrible amalgamation of Dragon, Bat, and Purple Worm, glowing red with the power of Sarr. Terrifying to behold, all PC’s must make a DC 30 will save or be Shaken.

It casts Power Word Kill on a Bosk, instantly killing him (No save, kills any target under 101 HP), and follows up with Phantasmal Killer on Tink and Restlin. Both must make a DC 18 will save. If they fail it then must make a DC 18 Fort save or instantly die.

Far away, Sarr is tiny, a fraction of his original size. The ritual is almost over, but will any Dragons survive to see it’s end?

Map


RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+9=18 ; d20+40=45 ; d20+24=44 ; d20+17=27 ;
Friday June 22nd, 2018 8:47:27 AM

OOC: A few quick checks to help with actions:

Int check: 18 - To work out how the moth detected her, and how it got 3 spells off in such quick succession.
Percpetion: 45 - Which summons managed to scratch it? Trying to work out AC. Did it bullrush them? Trying to work out possible feats. How far did it move before casting? Trying to work out fly speed.
Knowl checks: To determine strengths, weaknesses, spell-like abilities
Arcana: 36
Planes: 27

Tink wants to give as much info as she can to those still standing



Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 92 or 128/196 Ki:10/17 CMD: 46 SR: 28] 
Friday June 22nd, 2018 11:08:11 AM

(The worm is flying? Oh, I missed that)

Garret jumps up and down, realizing he really needs to get a ring of flying or something, and yells at the flying worm.

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Friday June 22nd, 2018 11:40:20 AM

(I missed the whole AM thing, changing Sesha's actions in the Shadow Realm to just drinking a heal potion.)

Placeholder.

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d100=88 ; d20+25=45 ; d20+25=36 ;
Friday June 22nd, 2018 9:58:18 PM

The biggest threat on the battlefield sure has a way of changing in this combat. First the worms, then the castle, then the craft, then the liches, and now this monster.

With an anti-magic field in place she can't hit it with any spells nor fly up to punch it in the face. There is no way she can actually hit it. For some reason it can also cast spells out of the AM field. That's a nasty surprise. Chances are that the way it currently stands that noone in the party can touch this thing.

Time to go all in. Tink calculates the odds of her next plan as having only a 20% chance of success. Those are odds that she can most likely live with. It's also the only chance the party have of actually hitting the thing.

Tink tries to throw a Mage's Disjunction back at the anti-magic field to see what happens. It might just actually work.

--------------------
Will Save vs DC30: 45 = Pass
Will Save vs DC18: 36 = Pass
Standard: Cast Mage's Disjunction at the Antimagic field. Tink has a 75ft range and a 20% chance of success. Roll check vs Antimagic field: 88!!!


RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+25=40 ; d20+25=27 ; d20+25=36 ; d20+25=40 ; d20+25=33 ; d20+25=27 ; d20+24=38 ; d20+24=39 ; 2d10+13=30 ; 2d10+13=22 ; 2d10+13=25 ; 4d6+24=44 ; 4d6+24=41 ; d20+34=39 ; d20+34=53 ; d20+16=36 ; d20+16=27 ; d20+16=18 ; d20+16=26 ; d20+16=34 ; 2d12=5 ; 2d12=11 ; 2d12=18 ; 2d12=13 ; 2d12=17 ; d20+31=47 ; d20+31=45 ; d20+22=30 ; d20+22=29 ; d20+22=37 ; d20+22=23 ; d20+22=42 ;
Friday June 22nd, 2018 11:28:03 PM

ALL: Please note that the Lilend Azata performance gives you a +2 morale bonus on fear saves

The Ground Summons continue their assault on the Worm

The Air Summons now turn their attention to the flying monster. Tink is fairly sure they're not actually going to hurt the critter, but perhaps they can weaken it. Perhaps it has a weak spot? That crown looks like a good place to start. Tink directs the summons to try and de-crown it.

The Hound archons use their at-will teleport ability to surround the liches

The Lilend keeps up its tune.

--------------------
Attacks against Worm
Greater Earth Elemental: Hit AC40 for 30pts
Greater Earth Elemental: Hit AC36 for 22pts
Greater Earth Elemental: Hit AC40 for 25pts
Celestial TRex: Hit AC38 for 44pts + Grapple 39 (Rex is Gargantuan)
Celestial TRex: Hit AC39 for 41pts + Grapple 53 (Rex is Gargantuan)
Greater Earth Elemental Misses AC27, 33, 27

Attacks against the Dragon-Bat-Worm
All will circle the moth, try to grab (grapple? bullrush? steal?) the crown, and if successful, free action to drop to the ground.
Roc1 - 40dmg - Fly back to monster. Grapple crown. CMB: 47
Roc2 - 11dmg - Fly back to monster. Grapple crown. CMB: 45
GAE1 - Fly to grapple crown. CMB: 30
GAE2 - Fly to grapple crown. CMB: 29.
GAE3 - Fly to grapple crown. CMB: 37
GAE4 - Fly to grapple crown. CMB: 23. Nat1.
GAE5 - Fly to grapple crown. CMB: 42. Nat20!

Azatas will attack the monster directly from range.
Aza1 - Light ray attacks. No Save, No SR, Ignores all DR.
Hit Touch AC36. Nat20. Crit confirmed on Touch AC27. 5pts damage + 11damage on Crit.
Hit Touch AC18 for 18pts damage.
Aza2 - Light ray attacks. No Save, No SR, Ignores all DR.
Hit Touch AC26 for 13pts
Hit Touch AC34 for 17pts


Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23  5d6=23 ; 3d6=6 ; 3d6=10 ; 3d6+29=39 ; d20+28=46 ; d20+28=37 ; d20+28=33 ; d20+28=38 ; d20+28=37 ; d20+28=39 ; d3=2 ; d20+28=39 ; d20+28=44 ; 2d6+16=19 ; 2d6+16=28 ; 2d6+16=26 ; 2d6+16=24 ; 2d6+16=20 ; 2d6+16=23 ; 2d6+16=20 ; 2d6+16=22 ;
Saturday June 23rd, 2018 11:15:57 AM

The druid shakes off the horrible sight before him (will save = 39)
Just need to hold the line a little longer, hang in there guys
Beri summons forth his heroic courage and seeks to channel the devine knowledge of the powers to be looking for some divine inspiration in how to defend against these invaders.
(hero point for inspiration)

***assuming lightning was high enough it wasn't dispelled***

There's lightningn, and it needs to go somewhere, so the druid sends it down on the lead litch.

**lightning storm**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 23 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 6 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 10 damage.

***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 giants continue their assault on the flying vehicle

SG1 HP = 138 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 39
damage 1 = 19

slam 2 = 46
damage 2 = 28

SG2 HP = 122 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 37
damage 1 = 26

slam 2 = 33
damage 2 = 24

SG3 HP = 157 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 38
damage 1 = 20

slam 2 = 37
damage 2 = 23

SG4 HP = 237 (Haste +1 attack rolls, +1 to reflex saves)
slam 1 = 39
damage 1 = 20

slam 2 = 39
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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+24=37 ; d20+50=54 ;
Saturday June 23rd, 2018 11:49:11 PM

Tink will also keep her focus on the monster in case it looks to try and cast something once more.

Move action: Stealth 35ft northwest: 75 (60 + Hide in Plain Sight + Mind Blank + 20 Moving Invisible - 5 for moving more than half speed)

Hero Point action: READY a Gtr Dispel Magic as a Counterspell should the creature go to cast a spell or spell-like ability. Dispel check: 37.


Zane (JCC) AC 31, CMB 22, CMD 38, HP 189/268, Blindsense 60' Character  d20+24=38 ;
Sunday June 24th, 2018 3:03:33 PM

Zane is not bothered by the appearance of the Dragon thingy, it must be in his own blood that gives him the ability to resist it....
Over the rings, Anyone got a reach weapon handy? Don't care if I am skilled in it or not. Until then I'll beat on the worm that was controlled for a while after a Haste refresh.....

Zane then casts Haste, catching SG 2&3 , Bosk and himself, as well as anyone else close enough.....

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 135/168 (Spells) Luck Points: 16/26  d20+27=40 ; d20+25=39 ;
Sunday June 24th, 2018 8:19:47 PM

Will save 40 - pass

Restlin moves from "kill all the things" to "stall all the things" mode. He pulls out his rod of quicken spell & throws up a wall of ice between himself and the lich/archer gathering. He then points at the Sarr's avatar and tries to banish it for a bit.

***

Swift: Wall of ice between the archers/liches and us.
Standard: Maze on the avatar IF Tink's disjunction seems to have worked. Otherwise he'll cast mirror image on himself. No save for the maze spell. SR check is 39.



Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 153/153, DR 5/Evil  d20+23=39 ; d20+23=36 ; d20+18=34 ; d20+13=22 ; d20+13=17 ; d8+15=17 ; d8+15=17 ; d8+15=19 ; d8+15=16 ; d6=1 ; d6=5 ; d6=2 ; d6=5 ; d6=3 ; d6=2 ; d8+15=19 ; d8+15=22 ;
Sunday June 24th, 2018 9:48:36 PM

Wyaar continues his assault on the worm.

~~~~~~~~~~~

Immune to fear

Full attack to land serpent

Attack 1: Hit AC 39, 34 piercing damage, 7 electric damage
Attack 2: Hit AC 34, 19 piercing damage, 3 eletric damage
Attack 3: Miss
Attack 4: Miss
Rapidshot: Hit AC 36, 16 piercing damage, 2 electric damage

Was the Smite Evil successful on the Sargmoth? Be good to know before doing all the rolls

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169   d8=3 ; d8=5 ; d6=5 ; d6=3 ; d6=1 ; d100=97 ; d20+22=38 ; 2d8+6=12 ; 4d6=15 ;
Sunday June 24th, 2018 11:52:54 PM

Once again I feel the power of the blood lich trying to send me to oblivion only to be ripped back to the land of the living.

YOU FOOL! DO YOU NOT KNOW THAT I SERVE THE GOD OF DEATH? I AM HIS SHARP SWORD THAT HE HIDES IN THE SHADOW OF HIS HAND. THE POLISHED ARROW HIDDEN IN HIS QUIVER. HE SAID TO ME, YOU ARE MY SERVANT, IN WHOM I WILL BE GLORIFIED. DO NOT THINK YOU CAN END ME SO EASILY!

Turning from him I swing through the hole blasted into the ship and squeeze inside. Inside I note 4 arrowslits and 2 chairs of woven bloodgrass and a gem like those draped on the outside of the fortress is on the wall facing the chairs and shows the outside of the attack craft.

I heal my woulds from the arrows using a quickened cure moderate wounds spell and (I assume you rolled for my entropic shield and that they hit. If not, let me know, because my roll would have them missing) and I would regain 40hp).

I then do several things in quick succession. I try talking to the ship and ordering it to attack the lich as I walk towards the chair, and if doesn't work I will sit in the head lich's and attempt the same thing. (I believe sitting is a second move action, completing my turn. If not, and nothing seems to be responding to me, I will thrust me sword into the interior crystal.

Throughout this encounter I remain prepared to use a hero point to teleport down to the others, should I be put in a situation where I am about to die (ship begins exploding, is about to commit suicide and crash, several liches appear inside, chairs begin sucking my brains out, etc).

Actions
------------------------
Enter ship and try to command it to attack lich
cast quickened CMW (I assume you rolled for my entropic shield and that they hit. If not, let me know, because my roll would have them missing)
Sit in chair and try to command it to attack lich
If necessary I cannot find a way to control the ship, attack the crystal/weak point from, the inside
Hit AC 38 for 12dmg+15 sneak = 28dmg
Teleport out with a hero point if about to die
(Attacks have +2 blink, +2 flank.. Bosk has a 10ft reach.)

Highlight to display spoiler: {
Entropic shield
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
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 SPIDER VENOM on flail

Spells
}

DM Mitch  d100=31 ; d20+4=15 ; d6=2 ; d20+23=32 ; d20+23=30 ; d20+23=37 ; d8+9=10 ; d8+9=11 ; d8+9=12 ; d100=11 ; d100=11 ; d100=38 ; d100=6 ; d100=64 ; d20=20 ; d20=20 ; d20=17 ; d20=8 ; d20=6 ; 6d8=31 ; 3d8=10 ; 3d10=14 ; 3d10=15 ;
Monday June 25th, 2018 7:32:44 AM

Tink tries to figure how the Moth detected her, how it got off all those spells so quickly, how fast it was moving and if it has any observable weaknesses. One of the things that Tink figures out is that this thing has power equivalent to some sort of deity or immortal power as deities are unaffected by antimagic fields. The worm appeared to have a 300 foot fly speed and blind sight so her efforts to hide were of no use against it as it was 50 feet over her head when it targetted her. As far as weaknesses go, the crown seems to be source of the AM field so if you could figure out a way to destroy or knock the crown off its head you could prolly fight it using magic.
She shares all this with her team and then casts disjunction on the crown. She takes out the AM field but does not destroy the crown.

With the AM field down she directs her flying summons to attack the crown and her last air elemental succeeds.

Meanwhile her ground pounders duke it out with the remaining land serpent and they manage to kill it.

Lastly she heroically readies to try to counterspell the Sarg Moth should it cast a spell or use a spell-like ability.

Garret jumps up and down realizing he needs some way to fly as he yells at the dragon.

Sesha quaffs a healing potion in the realm of shadows.

Beri reflects on how they have only a little time left to hold and seeks divine inspiration. His gaze is turned towards the castle, still standing almost entirely intact nearby. A castle unoccupied except by a few archers full of passages far, far to small for the enemy to fit and filled with defenses to hold them off. Two entrances present themselves to him - a medium opening from where the tower detected and the small sized opening Bosk beat into an arrow slit earlier.

He also notes that to get inside the fortress they'll either have to climb it (lots of grass for handholds so DC 10, need to move 25 feet to the small hole or 50 to the top and the medium hole) or get away from the Sargmoth's field long enough to fly to it.

His lightning bolts zoom into a small object circling the liches head and are absorbed.

His giants only land one solid hit on the ship.

Zane recasts haste on himself and his teammates.

Restlin creates an ice wall and tries to cast maze on the avatar. It’s spell turning reflects the spell before failing itself(8 levels worth of spell capacity met) and Restlin is banished instead (need to make the Int Check to escape)

Wyarr kills the land worm then checks if his smite worked on the Avatar. The Avatar is evil, but it has that anti-magic field around it (does smite work in an antimagic field?)

Bosk climbs into the inside of the ship and tries to give it verbal orders. Nothing happens.

The Master Serpent Folk Lich and his humanoid apprentice fly up higher and try to get a clear shot at any of the dragons not covered by the field.

The Master Lich tries to dispel Beri’s blink spell using its quicken rod(If CL of Blink spell is 12 or less then it is removed; can dispel up to 5 spells so if any of magic vestment, heroes feast, wind walk or haste have CL of 12 or less; they are gone) and follows up with a maximized empowered magic missile (Beri takes 37 force damage)

The Apprentice casts Enervation targeting Beri and the ray hits (37 vs touch; Beri gains 3 negative levels)

The Sarg Moth moves a little past the group turns its head and uses it's breathe weapon which rains razor sharp stones on the area (OOC:everyone in the yellow cone template area must make a DC 33 Reflex Save or take 89 points of piercing damage; left behind a greater earth elemental)

The archers behind the ice wall can’t get an angle on the Dragons and go around it. Those in the fortress fire down at Wyarr for 33 damage

The airship fires at Wyarr as well, hitting him and everyone within 15 feet of him for 31 and 10 physical damage (Yes DR works if it’s not disabled by the AM field) and 14 and 15 fire damage.

Map


[DM Hugh] - roll  d20+20=23 ; d20+18=37 ; d4=3 ;
Monday June 25th, 2018 8:11:34 AM

Record keeping post

[DM Hugh] - roll  24d6=89 ;
Monday June 25th, 2018 8:24:39 AM

Record keeping post 2

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 48 or 84/196 Ki:8/17 CMD: 46 SR: 28]  d20+19=27 ; d20+24=27 ; 6d8+6=31 ;
Monday June 25th, 2018 10:49:55 AM

Garret does not like the sharp pointy things and he doesn't like that he can't fight the flying things. He spots the archers on the ground and blinks over to their side, trying to kick one in the face as he arrives.

OOC:
Reflex save: 27 fail
Abundant step to below the archers, attacking archer 3: hit AC 27, 31 damage.


Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP -29/153, DR 5/Evil  d20=8 ;
Monday June 25th, 2018 10:57:25 AM

The breath weapon, the arrows, the fire... Wyaar dies again.

~~~~~

-39 HP if there is an AMF around

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 135/168 (Spells) Luck Points: 16/26 
Monday June 25th, 2018 11:53:07 AM

Restlin palms his face, then slowly lowers his hands, dragging the skin of his face down with it. He didn't particularly enjoy the Sargrass. It's hot, dangerous, full of bugs...it's not a fun place. This was a lot of bother to bring it back.

He shouldn't have much trouble getting out of this maze, but takes a moment to encase himself in a telekinetic sphere. He's just about run out of ideas other than holding the line.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 189/268, Blindsense 60' Character 
Monday June 25th, 2018 1:38:58 PM

Place holder post.....

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33]  d12=10 ; d12=6 ; d12=11 ; d12=12 ; d12=5 ;
Monday June 25th, 2018 4:21:10 PM


Pot-pot dismisses the Shadow Walk, and Sesha comes back from the shadow realm into more chaos than before. She flies down, and once more, tugs the Paladin back from death.

Heals Wyarr for 96 hp, and he takes a negative level.

2/4 Breath of Life used.



Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23  d100=7 ; 5d6=25 ; 3d6=12 ; 3d6=7 ; 18d6=73 ; d20+29=45 ; d20+29=41 ; d20+29=43 ; d20+29=49 ; d20+29=34 ; d20+29=39 ; d20+29=36 ; d20+24=38 ; d20+24=28 ; d20+24=25 ; d20+24=28 ; d20+24=28 ; d20+24=32 ; d20+19=27 ; d20+19=34 ; d20+19=35 ; d20+19=26 ; d20+19=23 ; d20+19=29 ; 4d6+23=39 ; 4d6+23=41 ; 4d6+23=36 ; 4d6+23=39 ; 4d6+23=35 ; 4d6+23=40 ; d20+10=13 ; d20+10=26 ; d20+10=20 ;
Monday June 25th, 2018 10:05:06 PM

Beri reactivates his ring of blinking.
Seeing that there is an opening in the indesturctble sentient deathtrap fortress... but since it's a sentient deathtrap fortress and still filled with archers, he sends in ong of his giants to scout around inside and see if the deathtrap is still a death trap.

***assuming lightning was high enough it wasn't dispelled***

There's lightningn, and it needs to go somewhere, so the druid sends it down on the lead litch.

**lightning storm**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 23 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 6 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking mystery enemy in "new wave of creatures" for 10 damage.

***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 giants switch to their swords and again attack the flying vehicle

SG1 HP = 138 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 45
damage 1 =26

attack 2 = 38
damage 2 = 23

slam 3 = 27
damage 3 = 29

SG2 HP = 122 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 41
damage 1 = 39

attack 2 = 28
damage 2 = 41

slam 3 = 34
damage 3 = 36

SG3 HP = 157 (Haste +1 attack rolls, +1 to reflex saves)
attack 1 = 43
damage 1 = 39

attack 2 = 25
damage 2 = 35

slam 3 = 35
damage 3 = 40

Storm giant 4 is ordered to hold his ground for the moment and if an opening presents itself make a dash for the hole to enter the castle when the am field won't interfere with him.
(where exactly is the hole? I was going to try to cause an opportunity to break in safely, but I couldn't find it on the map) enters the fortress and casts chain lightning on all of the remaining archers. He will shout out how many archers are remaining and report how suicidal trying to take the castle might be
(73 damage to all archers)

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



Zane (JCC) AC 31, CMB 22, CMD 38, HP 189/268, Blindsense 60' Character  d20+23=29 ; d20+23=39 ; d20+18=25 ; d20+13=26 ; d20+18=35 ; d20+20=33 ; d20+23=27 ; 2d8+19=34 ; 2d8+19=25 ; 2d8+19=33 ; 2d8+19=28 ; d8+19=21 ; d8+23=26 ; 2d6=8 ; 2d6=4 ; 2d6=4 ; 2d6=9 ; 2d6=12 ; 2d6=3 ;
Tuesday June 26th, 2018 12:22:23 AM

Zane wales on the exfriend Worm and staps 5' further out..... (can't get to picture to move it 5' to left on map)

Zane uses a hero point (after rolling) to make the Save.....He takes no damage due to evasion.....
As he starts to swing at the worm, his head transforms into a familiar Bronze Dragon's head.

Attacks.....
Melee 1 AC 39 Damage 34 + 8 Holy
Melee 2 AC 25 Damage 25 + 4 Holy
Melee 3 AC 26 Damage 33 + 4 Holy
Horn Gore AC 35 Damage 21 + 9 Holy
Bite AC 33 Damage 26 + 12 Holy
Haste Melee AC 27 Damage 28 + 3 Holy

Still looking for a reach weapon, if anyone has one..... Zane glances around looking to see if there's a tree limb (staff) or any weapons laying around....

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Tuesday June 26th, 2018 12:22:31 AM

Looking through an arrow slit I see the word "Help" flash across the sky and teleport to help the Agents of the Fist, trusting in the Iron Dragons to hold their own for the next few seconds.

ooc: I saw that the Agent's of the Fist are requesting assistance. I plan to act as a meat shield and maybe do some healing for a round or two so they can focus on attacking.

DM Mitch  d20+23=35 ; d20+23=24 ; d20+23=41 ; d20+23=28 ; d8+12=19 ; d20+23=36 ; d20+23=33 ; d20+23=37 ; d20+23=29 ; d20+23=27 ; d8+12=18 ; d8+12=15 ; d8+12=19 ; d8+12=13 ; d8+12=14 ; d20+23=41 ;
Tuesday June 26th, 2018 7:41:58 AM

Garret is frustrated by his inability to fly so he abundantly steps behind an archer and kicks an archer in a face. Cracks run across it and it looks half dead from the one punch.

Wyaar dies again.

Restlin facepalms and takes a moment to encase himself in a telekinetic sphere while he is banished in a maze of his own device.

Sesha is pulled out of the shadow realm by Potpot and she flies down and brings Wyaar back from the dead again.

Beri reactivates his ring of blinking then sends his lightning at the lead lich. The spinning stone orbiting the lich absorbs all 3 strikes. 3 of his giants switch to swords and attack the craft, hitting it twice collectively. His last giant enters the breach in the castle. It finds that it can’t fit inside, it’s too big, but it gets a good look at the inside. inside fortress

(OOC: The worm died last round, you can attack the craft instead)
Zane attacks the flying craft hitting it twice.

Bosk pops over to help the Agents of the Fist.

The Sargmoth casts Power Word: Kill on Wyarr. Unless he’s immune to death effects he dies again. If he dies, then it gets to cast Phantasmal Killer on Sesha and Garret for free - DC 18 will save, if failed DC 18 fort save or die.

The earth elemental attacks the Bralani (35 vs AC; 21 damage)

The attack craft gains height on the giants (OOC: provoking AOOs) and then rains death on the 3 giants that just attacked it. (Giants take 29 piercing from the arrows and 41 fire damage from the rockets)

The archers near Garret take a 5 foot step away and fire at him. Only two arrows hit and he catches the first so he only takes 19 damage.

The other archers target the giant trying to get inside, hitting it for 79 damage.

The Master Lich casts Time Stop, summons an Astral Deva, then vanishes from sight.

The other Lich casts Black Tentacles trying to tangle up Garret, but the tentacles fail to beat Garret’s CMD.

Map


RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+24=35 ; d20+18=37 ; d20+18=31 ; d20+18=28 ; d20+18=21 ; 2d12+2=18 ; 2d12+2=11 ; 2d12+2=18 ; 2d12+2=14 ; d20+23=26 ; d20+23=24 ; d20+23=24 ; d20+23=31 ; d10+12=14 ; d20+22=28 ; d20+22=25 ; 4d6+22=39 ; 4d6+22=33 ; d20+20=37 ; d20+20=34 ; 2d6+9=15 ; 2d6+9=14 ; d20+23=37 ; d20+23=43 ; d20+23=35 ; d20+23=38 ; d20+23=27 ; d20+23=28 ; 2d8+7=16 ; 2d8+7=18 ; 2d8+7=10 ; 2d8+7=19 ; 2d8+7=16 ; 2d8+7=13 ;
Tuesday June 26th, 2018 8:13:47 AM

"Hey, that's my trick" Tink frowns as the Lich does the Deva-and-Disappear move. Still, the threat is the Sargmoth. She prepares to counter the next spell it casts

The Ghaele both target the Master Lich if in sight, otherwise the Lesser lich

With the worm out of the way the other ground summons try and despatch the enemy GEE

The flying summons try to pick off the weak.

Tink is just about out of tricks. She has used all 10 summon spells (something she thought she'd never do) and really only has this greater dispel before she has to resort to her low level spells.

-------------------
Tink: Ready to counterspell: 35

Attacks against Liches
Aza1 - Light ray attacks. No Save, No SR, Ignores all DR.
Hit Touch AC37 for 18pts
Hit Touch AC31 for 11pts
Aza2 - Light ray attacks. No Save, No SR, Ignores all DR.
Hit Touch AC28 for 18pts
Hit Touch AC21 for 14pts

Attacks against GEE
Greater Earth Elemental: Hit AC26 for 14pts
Greater Earth Elemental: Hit AC24. Nat1!
Greater Earth Elemental: Hit AC24. Nat1!
Celestial TRex: Hit AC28 for 39
Celestial TRex: Hit AC25 for 33

Air Assault
First target GEE. After that the archers, one at a time. Not flyby, just fly and attack.
Roc1 - 40dmg - Hit AC37 for 15
Roc2 - 11dmg - Hit AC34 for 14
GAE1 - Hit AC37 for 16
GAE2 - Hit AC43. Nat20. Crit confirmed on AC35. 18pts + 10 if crit
GAE3 - Hit AC38 for 19
GAE4 - Hit AC27 for 16
GAE5 - Hit AC28 for 13

Lilend keeps playing its tune.


[DM Hugh] - roll  d20+18=24 ; d20+18=29 ; d20+18=21 ; d20+18=21 ; 3d8=10 ; 3d8=19 ; 3d10=20 ; 3d10=21 ; d20+21=22 ; d20+21=35 ; 2d10+10=21 ;
Tuesday June 26th, 2018 8:47:37 AM

Record keeping post

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil  8d6=32 ; d6=3 ; 9d6=38 ; d20+30=37 ; d20+30=37 ; d20+30=46 ; d20+25=26 ; d20+20=22 ; d20+15=33 ; d8+33=39 ; d8+33=38 ; d8+33=38 ; d8+33=36 ; d8+33=38 ; d6=6 ; d6=2 ; d6=3 ; d6=2 ; d6=1 ; d6=5 ; d6=2 ; d6=6 ; d6=5 ; d6=1 ; d6=4 ; d6=5 ; d6=2 ; d6=3 ; d6=2 ; 2d6=7 ; 2d6=9 ; 2d6=3 ; 2d6=12 ; 2d6=7 ; 2d6=6 ; 2d6=7 ; 2d6=4 ; 2d6=3 ; 2d6=8 ;
Tuesday June 26th, 2018 9:32:41 AM

Last Round:

Wyaar gets the breath of life from Sesha and rises up to his feet to slap himself in the face and clear his head along with lay on hands applied and activates his divine bond on his bow for Fire, Holy, Axiomatic. (35 HP healed)

This round:

With his aura of righteousness Wyaar does what he wants, snap snap, and ignores the compulsory command to Die from the Sargmoth (also has 102 HP after previous lay on hands).

"You need to stop" Wyaar says towards the Sargmoth and sends a volley of smite empowered arrrows up towards it along with another lay on hands on himself

~~~~~~~

Full attack with rapidshot, manyshot, deadly aim, smite and haste, inspire courage and negative level. Ignores any DR on the Sargmoth

Attack 1: Hit AC 37, 77 piercing, 8 electric, 7 cold, 9 fire, 16 holy, 13 axiomatic
Attack 2: Miss
Attack 3: Miss
Attack 4: Hit AC 33, 38 piercing, 3 electric, 6 cold, 2 fire, 3 holy, 4 axiomatic
Rapidshot: HIt AC 37, 36 piercing, 2 electric, 5 cold, 3 fire, 12 holy, 3 axiomatic
Haste Attack: Hit AC 46, 38 piercing, 1 electric, 1 cold, 2 fire, 7 holy, 8 axiomatic

Lay on Hand: 38 HP healed

Lay on Hands Remaining: 5

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 48 or 84/196 Ki:8/17 CMD: 46 SR: 28]  d20+23=39 ; d20+23=40 ; d20+18=22 ; d20+18=29 ; d20+13=32 ; d20+13=21 ; d20+13=26 ; d20+8=12 ; d20+23=41 ; d20+23=26 ; 6d8+6=29 ; 2d8+6=12 ; 2d8+6=14 ; 2d8+6=18 ; 2d8+6=16 ; 2d8+6=10 ; 2d8+6=14 ; 2d8+6=14 ; 2d8+6=12 ; 2d8+6=15 ;
Tuesday June 26th, 2018 12:04:51 PM

Garret laughs at the archers as he bats away one arrow and snatches another out of the air. He steps forward and turns into a blur of fists and furry feet as he attacks one archer, then the next.

OOC:
Step up and flurry, starting with archer 3, then moving on to 1

Hit AC/Dam: 39/29 40/12 22/14 29/18 32 (threat: 25 to confirm)/16 (+10) 26/14 12/14 41/12 26/15

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33]  d12=5 ; d12=5 ; d12=5 ; d12=12 ;
Tuesday June 26th, 2018 4:21:13 PM



Sesha uses her spectral hand to lend Zane some support healing.

Zane heals 71 hp.

Standard: Cure Critical wounds.
Move: None.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 135/168 (Spells) Luck Points: 16/26  d20+13=27 ; d20=1 ;
Tuesday June 26th, 2018 4:47:33 PM

Restlin ducks around the corner and takes the shortcut out of his maze.

***

Getting out of the maze is a full round action.

AC is 19/10/14 this round. CMD is 21. Eesh. Good thing he's in a telekinetic sphere.

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23  3d6=13 ; 3d6=9 ; 5d6=18 ; d20+29=46 ; d20+29=41 ; d20+29=35 ; d20+29=46 ; d20+29=42 ; 14d6+23=81 ; 14d6+23=70 ; 14d6+23=83 ; 4d6+23=33 ; 4d6+23=42 ; 4d6+23=33 ; d20+29=47 ; d20+29=45 ; d20+29=49 ; d20+29=48 ; d20+29=38 ; d20+25=29 ; d20+25=33 ; d20+25=33 ; d20+19=34 ; d20+19=28 ; d20+19=32 ; 4d6+22=39 ; 4d6+22=35 ; 4d6+22=37 ; 4d6+22=39 ; 4d6+22=36 ; 4d6+22=33 ; 4d6+22=29 ; 4d6+22=33 ; 4d6+22=37 ;
Tuesday June 26th, 2018 9:47:42 PM

Beri casts dispell magic on the astral diva that was summoned

***assuming lightning was high enough it wasn't dispelled***

There's lightningn, and it needs to go somewhere, so the druid sends it down on the lead litch.

**lightning storm**
A lightning bold comes crashing down, striking a random archer on the ground for 18 damage.
**Call Lightning 1**
A lightning bold comes crashing down, striking a random archer on the ground for 13 damage.
**Call lightning 2**
A lightning bold comes crashing down, striking a random archer on the ground for 9 damage.

***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 giants switch to their swords and again attack the flying vehicle

SG1 HP = 68 (Haste +1 attack rolls, +1 to reflex saves)

AOO attack 1 = 46
AOO damage 1 =33

attack 1 = 47
crit roll = 45
damage 1 =39

attack 2 = 29
damage 2 = 35

slam 3 = 34
damage 3 = 37

SG2 HP = 52 (Haste +1 attack rolls, +1 to reflex saves)
AOO attack 1 = 42
AOO damage 1 =42

attack 1 = 49 (nat 20)
crit roll = 48
damage 1 = 39

attack 2 = 33
damage 2 = 36

slam 3 = 28
damage 3 = 33

SG3 HP = 87 (Haste +1 attack rolls, +1 to reflex saves)
AOO attack 1 = 45
AOO damage 1 =22

attack 1 = 38
damage 1 = 28

attack 2 = 33
damage 2 = 33

slam 3 = 32
damage 3 = 37

SG4 HP = 158
The final storm giant realizes that it is suicide to remain and flees the dangers of the fortress

***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
Magic Vestment. (Raises your +5 wild plate to +9 Wild plate. 24 hours remaining.) (confirm if recast)
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 +1 attack rolls, +1 to reflex saves
+2 to attacks/saves/skills around Restlin
azata +3 to attacks and damage

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



Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character  d20+23=27 ; d20+18=19 ; d20+13=15 ; d20+18=32 ; d20+20=22 ; d20+23=36 ; 2d8+19=30 ; 2d8+19=26 ; d8+19=22 ; 2d6=8 ; 2d6=5 ; 2d6=11 ;
Tuesday June 26th, 2018 11:38:36 PM

Zane continues to bash the craft, while thinking about something else. (see e-mail)

Attacks.....
Melee 1 AC 27 Damage 30 + 8 Holy
Melee 2 AC 19 miss
Melee 3 AC 15 miss
Horn Gore AC 32 Damage 22 + 5 Holy
Bite AC 22 miss
Haste Melee AC 36 Damage 26 + 11 Holy

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Wednesday June 27th, 2018 12:39:32 AM

Bosk curses over the ring. From what you can gather he was about use a quickend spell to get to Sar, attack it and then teleport away again...then he realized none of his quickened spells could get him over to the Demi-God, and even in his rage Bosk knows staying within its reach would be suicide.

DM Mitch 
Wednesday June 27th, 2018 8:01:49 AM

Tink prepares to counter the next spell the Sargmoth casts.

Some summons go after the Greater Earth Elemental (97 damage) but it is very hearty and remains standing after all the attacks levied at it while the others shoot rays at the apprentice but the apprentice is so nimble it dodges all the attacks.

Wyaar gets brought back by Sesha and then lays hands on himself he then sends a volley of arrows at the Sarg moth (276 damage total) but it remains flying.

Garret keeps attacking the archers and he destroys 2 of them causing them to explode. (OOC: Garret takes -- damage from the explosion unless he makes 2 DC 18 reflex saves)

Sesha heals Zane w/ her spectral hand.

Restlin escapes from his maze

Beri tries to dispel the Azata (OOC: what was your caster level check to dispel it?) while he directs his lightning to the apprentice lich because he can’t find the master but the apprentice dodges the lightning.

His 3 giants continue to attack the craft while the last one flees the fortress.

Zane continues to attack the craft but all his attacks miss this time.

Bosk swears because he is unable to reach Sarr with any of his magicks.

You have battled, and continue to battle, as if the fight would never end. But in fact, you have held the circle long enough! Across the battlefield you can see that all Sarr creatures are collapsing to the ground and falling from the sky and everything stops. Every minion of the Sarr, every enemy infected by or made out of bloodgrass immediately ceases to function as the corruption withers to dust and they become rooted in place as blades of Sarr grasses, only slightly tinged with red. The Sarg Moth you were fighting crashes to the ground and begins to wither, the archers crumble the to dust and the Earth Elemental vanishes. The 2 blood grass liches are lichified no more and are simply a mortal serpent folk and human. They escape through a gate that opened behind them and closed after they entered. The crystalline craft visibly changes and its features become softer. The crystal on the bottom changes from red to blue and the springal and rockets magically change to water cannons and salvage cranes. The craft erratically lands, opens it doors and plays a regretful tonal sound. (Sense Motive DC 25 Highlight to display spoiler: {It would appear it is trying to communicate with you. Judging by it’s tone it sounds remorseful for what it did})

Finally, there is a huge writhing as three final gigantic creatures emerge from Sar. They are so large -- a hundred or two hundred feet high -- that in emerging they rip the Sarr asunder! These three figures seem familiar to those who encountered images when you broke the crystals that had infected your homelands: they are the mysterious figures, here born as the new powers of the Sargrass Plains.

One with the oak leaf circlet transforms into a gigantic treant. One on stilts transforms into the mother of all Sarg moths. One with wings transforms into a series of flickering bestial shapes.

They speak together in unison. Each of the Powers says a different word when there is a choice in brackets.

“WE ARE THE SARR [REBORN/BORN/EVOLVED]! WE THANK YOU, HEROES OF THE WOLD, FOR YOUR PART IN BRINGING THE PLAINS BACK TO THE WOLD!”

“WE ARE GRATEFUL FOR YOUR ROLE IN [ENDING/TAMING/CURING] THE [THREAT/CHALLENGE/DANGER] OF THE BLOODGRASS.”

“WE HAVE [CONCEDED/AGREED/VOWED] THAT WE MUST NOT WAR AMONG OURSELVES, FOR THAT WOULD DESTROY OUR HOME FOREVER.”


RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+26=34 ;
Wednesday June 27th, 2018 8:50:17 AM

Tink breathes an audible sigh of relief. After everything that had happened there was finally a chance for the party to regroup and take stock. Nothing the party threw had scratched that moth.

She looks about the battlefield to see how the other people are doing. Are any still fighting? Are any in need of aid? The Iron Dragons look to protect all.

Everything looked like it was getting back to normal though. In the best of outcomes it also appears the former liches were back to themselves. They may need some assistance to mentally recover, although that they ran away might be a bad thing.

"The craft sounds like it is remorseful or something. It may be an intelligent construct similar to the StarBlazer" With that in mind Tink wonders whether it might be repairable.

She immediately recognises the three figures from the earlier encounter however stays a little wary. The one on the stilts might be behind the moth attack.

Sense Motive DC25: Autopass
Sense Motive on the figures: 34


Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Wednesday June 27th, 2018 9:58:17 AM

When the Sargmoth crashes to the ground and starts to wither Wyaar moves closer to it and places a smite empowered arrow or two into its brain area just to be sure. Can never be too careful with something that big and that evil. He lets his gaze roam out over the rest of the field, passed the giant figures of the powers and towards where the other groups are to be sure they are all safe as well.

"So new powers are born.. interesting. I do not think that my Queen will mind, but what of your God, Bosk? More Southern Powers for him to deal with"

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 135/168 (Spells) Luck Points: 16/26  d20+24=34 ;
Wednesday June 27th, 2018 10:30:53 AM

"Oh thank glob," sighs Restlin.

Sense motive is autopass.

New Powers were neat, but a talking, flying crystalline castle with modular attack bits? That was awesome. He leaves his friends to deal with the diplomatic stuff and sees if he can play with this new toy.

Linguistics: 34

He tries to make sense of the thing's methods of communicating. If he's able to, he tries to convey that he understands, and that he's sorry he shattered so many of its eyes. He didn't realize the things inside were just using them to cast spells through, and not the source of the disintegration rays themselves. He asks if it wants to come live a life of adventure and do good stuff across the Wold.

He can cast dancing lights to communicate if it just understands colorful blips.



Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 48 or 84/196 Ki:8/17 CMD: 46 SR: 28]  d20+20=27 ; d20+20=37 ;
Wednesday June 27th, 2018 11:28:05 AM

"Why does everything keep exploding?" Garret says as he dodges the bits of the archers.

He stops and stares as the massive creatures appear out of the Sar. "Oh..." is all he can say as they address the assembled Wold.

When Restlin goes over to check on the craft, Garret tries to listen carefully to the tones to see if he can really understand them.

OOC:
Garret can communicate with "any living creature" so if it is a creature, as opposed to a construct, he can actually talk to the thing...

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Wednesday June 27th, 2018 3:03:23 PM

Zane is happy with the Ship they already have, but adds to the conversation over the rings.
"Will if it's intelligent, see if it will help repair the damage that's been done all over the Wold. It looks like some sort of construction ship. I've seen repair ships with war fleets and they have some of the same looks. Restlin, it's yours to deal with, I'll check out the other groups and see if any need help."
With that, Zane circles the battle field area, while still hasted double moving and as he passes over the other groups will ask, 'Ya'll need any help?"
He'll report any needs over the rings and if it's something he can do, will stop and do it.....

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Wednesday June 27th, 2018 9:29:12 PM

The druid lands and changes back into his human form.He takes a few minutes to study the erratic craft, he hopes that he will be able to transform into this amazing creature, though it will take a little while to determine whether this is possible.
I've never seen anything like this... is it a living creature, or a sentient machine? Or something in between?

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Thursday June 28th, 2018 12:27:06 AM

I begin commenting the hides of the dragons we killed, the liches invisibility runs, and whatever loot and remains I can find. There is a difference between being an immortal power and a god. I do not think Gargul will mind the fact that there are three of them as they are occupying the same geography. As long as they are not trying to over power or suppress the gods, and are not trying to subvert his priest all will work out. Also, my presence on the battlefield will bring him more recognition and draw more followers to him.

DM Mitch 
Thursday June 28th, 2018 8:40:17 AM

Tink breathes a sigh of relief and double checks that the other parties are also done fighting (They are). She also wonders if the construct is repairable.

Wyarr puts a few arrows in the dead monster to be sure then wonders about the new powers.

Restlin is very thankful the fight is over and fascinated by the construct. The thing seems to understand his words just fine, though it only communicates with the tonal language. He can make general sense of what it says; it’ll take more time before he can translate more exactly.

Garret wonders why everything keeps going boom, stares at the new immortal powers, and finally tries to communicate with the construct. Unfortunately it is not a creature so his powers don’t work; like Restlin he can get the jist of what it’s saying but not the specifics.

Zane wonders if the ship is some sort of repair ship before leaving it to Restlin. He takes off to check on all the other groups.

Beri is equally fascinated by the ship and wonders if he’ll be able to turn into it one day.

Bosk searches for loot while commenting that he doubts the gods will mind unless the new power tries to mess with the god’s priests or goals.

Everyone hits level 19 for completing the module. I’ll figure out exactly how much exp that is later.

Bosk finds the giant crown, gets hides of every evil dragon color, and a Greater Rod of Maximize dropped by one of the liches as they fled. The Dragon Rider’s gear also adds to the pile.

5 x Headbands (DC 23 spellcraft Highlight to display spoiler: {Vast Intelligence +6}),
5 x Belts (DC 27 Spellcraft Highlight to display spoiler: {Physical Might+4(dex, con)}),
5 x cloaks (DC 20 Highlight to display spoiler: { resistance+4}),
5 x wands (DC 29 Spellcraft Highlight to display spoiler: {enervation CL 14 (40 charges)})
5 x quarterstaff (DC 18 Spellcraft Highlight to display spoiler: {+1})

Examining the ship further it becomes clear that any biological parts were from the Bloodgrass corruption. It’s entirely made out of blue crystal and it’s former weapons have been replaced by what seem to be water cannons designed for fighting fires and cranes for lifting things.

It chimes at the party and they get the impression that it has no hard feelings for the damage done to it. The next bit is a little hard to follow… linguistics DC 30 Highlight to display spoiler: {the fortress isn’t part of the ship, rather the ship was used to power and control the creation of the liches}

Off in the distance by the new immortal powers a mist rises from the Plains and forms into a light grey cloud over the three newborn immortals at the center of your circle. In the rising mists you see the avatars of gods ... a great silver dragon ... a greater gold dragon ... an all-seeing eye ... a waxing moon ... a blue-eyed dove ... and others besides.

”Oh hey you did it! a voice says and then suddenly Gimp the Imp is there. ”Great job guys! While you all distracted that crazy Sarr, the gods have set things to right and anchored the Plains right where they belong.”

The short guy glances down at his hands and then says formally, "The blood of the Wold has returned where it belongs. The infection called the Bloodgrass is beaten back and tamed. The Plains, preserved by the power of the Fey Queen, are returned and tied into the Wold as they should be. And now life will spring anew throughout this land. You who have responded to the call of the gods, you have earned a place in the history of the Wold, and you have the gratitude of the gods."

Perception 20 Highlight to display spoiler: {That last little speech was written on his hand.}

Shaking his head so his ears flop about he says ”Anyway look, we’re going to get rid of most of these other groups in a little bit but you guys stay put, the big man wants to talk to you.

If you are looking toward the center of the circle, you see the three new Powers merging with the mist and joining the gods


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 135/168 (Spells) Luck Points: 17/26  d20+27=29 ; d20+24=35 ;
Thursday June 28th, 2018 10:44:13 AM

All spellcraft checks are autopass except for that 29 one, which I rolled exactly 29 on.

Linguistics: 35

Restlin "listens" to the ship's speech. "I'm fairly certain it understands what we're saying, and I think it's saying that it was used to power that giant fortress, but that it's not part of that giant fortress...or rather that giant fortress isn't part of it. Yea, that's it." He walks a little closer. "So you're like a construction and rescue vehicle, and you were subverted and used to harm others? That's not cool. No sir, not cool at all. We've got a giant city that's been ravaged by that bloodweed. I'm sure there's all kinds of damage that needs to be repaired, and you'd be a great help. Your call, though. We're not in the business of subverting others' wills to our own ends.

He listens to Gimp's speech, chuckling as he notices the poor imp reading off the back of his hand. He finds a comfy space to lie down, knees up, head resting on the palms of his hand. He feels...different. This whole ordeal could have gone differently. The line could have been broken. He's not at all sure they would have been able to defeat those liches and the Sarr's avatar had they not been stopped by the completion of the ceremony...but the Iron Dragons and other heroes of the land stopped it. Reality was pretty malleable when you thought about it. Maybe there was a shortcut to altering reality. Maybe after this Wardd will be more likely to listen to him if he asked nicely.

He looks to Sesha and motions that relaxing on the grass with him would be a great idea. He knows better than to pat the ground and expect her to come. This may be the only moment they get to relax in the near future. Gargul still had that thing going on where something was blocking his senses. Hook City was no doubt an absolute mess thanks to that meteor..,yea, they'll be busy.

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 48 or 84/196 Ki:8/17 CMD: 46 SR: 28] 
Thursday June 28th, 2018 11:06:51 AM

As the group examines the ship and they realize it is not hostile by itself, Garret heads over to one of the water cannons. He looks around to see if anyone is watching him, then he grabs a cannon and turns it on Restlin! Garret calls out, "We win!" and bursts into laughter.

When Gimp appears, Garret tries to be respectful, but is still giggling from shooting Restlin with the water cannon.

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Thursday June 28th, 2018 2:16:57 PM

Wyaar moves with the others to listen to Gimp nods respectfully to wait their turn with the big man. He may be grinning a bit at having help with Queen accomplish her goal too.

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Thursday June 28th, 2018 5:21:45 PM


Sesha is more than happy to sit by her man, though she does give a cursory glance towards Wyarr and Garret to make sure they don't suddenly die one more time...

..and when they don't she collapses with a sigh near Restlin.

"That was something else, wasn't it?"

Sesha watches the visions of the gods carefully. She had hoped to catch a glimpse of something resembling little spirit..

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23  d8=6 ;
Thursday June 28th, 2018 9:40:17 PM

Now back in human form, the druid starts to feel just how sore every inch of his body is. That last fight took a lot out of him, and the lost levels have left him with a feeling of fatigue that ht just can't shake.

He takes a seat on the ground and stretches out his weary body. As he takes in this moment of peace he has an opportunity to survey the battle field, and the numerous groups that had helped save this day. There are a handful of adventuring groups he recognizes from past encounters, and the occasional drink at the Giggling Ghost. Others he's not sure he's ever seen before.

He watches as one by one the return home, and wonders what it is that Gargul wishes to discuss with them.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Thursday June 28th, 2018 9:42:29 PM

Having circled the battle field, Zane lands among the rest of the Dragons.
"The others look like they'll survive, but we may be called to help them again in the future.
So, what's up with the craft?"


Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Friday June 29th, 2018 1:32:52 AM

I thank Gimp for the message. Does Gargul have everything sorted out now? It sounds like the gods have been bust themselves with all that has been going on.

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects  d20+28=30 ;
Friday June 29th, 2018 6:15:56 AM

Tink smiles as Gimp relays the very obviously preplanned speech, but doesn't let on to him that she can tell.

It looks like the group has time to kill so she continues the conversation with Gimp

"So what was with those liches? That's the second time we've run into them. They look to be back in mortal form though. What do you think, will they be lich like again any time soon?"

While they wait Tink also sends her army of summons around to fully heal the party up, and once done, she thanks them for their service and sends them on their way.

OOC: Between 1xHeal, 5xCSW, and 40xCLW the party should be at full health again I think

-----------------------------------------
Spellcraft DC23: Autopass
Spellcraft DC27: Autopass
Spellcraft DC20: Autopass
Spellcraft DC29: Autopass
Spellcraft DC18: Autopass
Linguistics DC30: 30 = Pass
Perception DC20: Autopass


DM Mitch 
Friday June 29th, 2018 8:00:30 AM

Restlin understands what the crystalline craft is trying to say explaining it to the others before offering the craft the voluntary opportunity to come with them and pitch in restoring Hook City.

He chuckles at Gimp’s speech and then finds a spot in the grass motioning for Sesha to join him.

Garret grabs one of the water cannons and soaks Restlin with it laughing how they won. He tries to be respectful when Gimp shows up.

Wyaar nods respectfully when Gimp shows up and is happy about having helped his Queen.

Sesha takes up a spot near Restlin on the grass and then makes sure that Garret or Wyaar don’t die one more time. She remarks on the situation and watches the visions of the Gods carefully for some sign of the Little Spirit.

Beri returns to his human form feeling the weariness of the lost levels. He stretches out on the grass and surveys the various groups who won the day. He wonders what Gargul wants to talk to them about.

Zane returns from his circle of the battlefield informing the others that the other groups have survived but that they may be called to help once again in the future.

Bosk asks if Gargul has everything sorted out.

Tink gets her summons to heal everyone then wonders about the liches.

The ship chimes it’s eager acceptance of the task of repairing the damaged Hook City.

Gimp rubs his chin at Bosk’s question. ”Well the Boss knows what’s going on now but he’ll need yous guys to help sort it out. It’s a real mess let me tell you, but the boss should explain it not me. He’ll be over in a minute, sit tight.”


Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 196/196 Ki:8/17 CMD: 46 SR: 28] 
Friday June 29th, 2018 11:30:45 AM

Garret starts to look around, his attention wandering, but he stops when he hears that "the big guy" is going to be coming around. He looks at the others and attempt to brush some blood off his chest (but fails).

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Friday June 29th, 2018 1:02:02 PM


Sesha hops to her feet, and cleans herself off with magic. She does the same to Garret, just in case. She adjusts the flower pin in her hair, smooths out the wrinkles in her clothing, takes a deep breath.

In the span of two minutes, she had prevented three deaths, and diverted souls that had been on their way to Gargul. Hopefully he hadn't been paying attention.

"No pressure, right?" She grins at Beri, then pauses suddenly. "I don't have anything in my teeth, do I?"

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Friday June 29th, 2018 3:59:10 PM

"I think Garret might be rubbing off on me.. I could go for a snack right now. Getting blown up and then healed a couple of times really makes your stomach rumble." Wyaar remarks as they wait.

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 196/196 Ki:8/17 CMD: 46 SR: 28] 
Friday June 29th, 2018 7:32:16 PM

Wyarr looks down and sees that Garret is standing right next to him.

"I'm sorry, did you say you had a snack? I seem to be getting a little low on supplies..."

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Friday June 29th, 2018 9:16:56 PM

Beri's stomach starts to gurgle at the mention of snacks.

I didn't realize how long it's been since we last ate... at least I think it's been a long time. You can never tell when realm jumping if it's been minutes or hours.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Friday June 29th, 2018 11:18:16 PM

Zane uses magic to clean himself off, as well as anyone else, being sure to clean Garret of again as well.
"Well as to food, I picked up a few loaves of fresh bread the last time we were in Hook City.... How long ago was that?" He opens the haversack and pulls out 10 loaves of bread, giving one a slight squeeze just to see how stale it is. But even so, unless it's now green, Zane will offer the rest and start munching on that one loaf....

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Friday June 29th, 2018 11:29:03 PM

It had been a while since the party ate. Tink's ring of sustenance had kept her well nourished, but that pales compared to a proper, hearty home cooked meal.

"How good would it be to right now be back in Hook eating a beef stew with Mara and Auslander? Nice steaming potatoes and a hunk of bread to mop up the plate"

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Saturday June 30th, 2018 1:13:26 AM

Sesha passes.

"No thank you. I don't want a mouthful of Hook City when Gargul comes calling."

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Saturday June 30th, 2018 5:55:42 PM

Restlin gladly accepts the bread. "Wanna bet all those other groups are going to get some nice downtime, but not us. I could use a soak and a Bosk-cooked meal, but Hook City's probably a mess. That, and this business with those clerics stealing Gargul's mojo."

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Sunday July 1st, 2018 7:13:41 AM

OOC: Just a reminder that everyone is at full health! We may not be safe just yet

"Spending some time back at Hook is definitely on my list of things to do."

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Sunday July 1st, 2018 2:48:23 PM

I can quickly cook some stingroot if you all are interested.

DM Mitch 
Monday July 2nd, 2018 8:13:06 AM

Garret starts looking around when Gimp mentions the big guy and then tries to brush some blood of his chest but fails.

Sesha makes herself and Garret presentable upon hearing Gargul will be around shortly. She’s a little concerned about her recent activity and then asks if she has anything in her teeth.

Wyaar says he could go for a snack right now.

Garret asks Wyaar for a snack.

Beri’s stomach rumbles at the mention of snacks. He didn’t realize how long it had been since he last ate.

Zane uses magic to clean himself and Garret(again) before sharing some bread with the group.

Tink asks if they should head back to Hook city and grab some beef stew with Auslander and Mara before meeting Gargul

Restlin asks if the other groups are going to get some downtime but they’ll have to rush off.

Tink says spending some time in Hook city is on their todo list.

Bosk offers to cook some sting root.

As the Dragon’s wait for the impending arrival suddenly a portal opens up and someone steps through. It’s Valdor!


RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Monday July 2nd, 2018 8:32:45 AM

"Valdor!" Tink gets to her feet and approaches her Dragon Consortium brother, hand outstretched to shake. "How does the rest of the Consortium fare?"

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Monday July 2nd, 2018 11:38:33 AM

"Heph, ishf oooo!" Garret says through a mouthful of bread. Zane might notice that he is suddenly two loaves short as Garret stands nearby, a loaf in each hand...

Valdor Dragonstone (CDM Cayzle) 
Monday July 2nd, 2018 12:03:55 PM


Valdor reaches out to Katinka gladly. "My dear," says the elder half-elf, who despite his years remains extremely well muscled, "we fare well indeed, and we have been following events with glad hearts. Congratulations on your victory here."

He grins at Garret.

He looks around and takes in all the Iron Dragons. "Congratulations to you all, of course."

He bows slightly to Gimp as well. "You old troublemaker! I am not surprised to see you here. My message to these fine folk won't take long, so I won't delay your business with these Dragon-Heroes."

"I've come to talk about one of the more fun parts of the Dragon Consortium role. All of us Dragons need to be alert to the potential of other hero groups in the Wold. You just saw a slew of them in action on this battlefield. When the time comes, we need to you approach worthy groups and invite them to apply to the Consortium. That's your job now."

The group of heroes based in the pirate refuge called Bonetown is a group that I think you should consider inviting to apply. To be honest, I was wary at first, fearing them to be no better than pirates. However, their recent deeds have dispelled all fear of that. They struggled mightily to defeat a demigod wanna-be, an immortal called Biloopl. They defeated and destroyed the evil thing. And recently, they have pursued a vendetta to stop and destroy slavers all around the Middle Seas. You saw their actions in this fight. And you have met them, or at least some of them."

"They call themselves different names ... "the Bonetown Crew", the "Black Lions", or "the Lionfishers." They sail the seas in a ship named "the Lionfish."

"Let me refresh your memory, so you know who you are going to go see."

Jozhur, a human rogue, who has been the heart of the group and present from the very beginning. He has served as Captain.

Aexana, a gnome greenmage of longstanding with the group.

Rill, a human soulseeker, cleric, and devotee of the god of life and death.

Bralin, a stone warden; Tahni, a mystic theurge; and Terser, a raging shaman; these are the three worthy dwarves in the group.

And the current Captain, Zeoll, an old friend of you Iron Dragons.

"Your own invitation was not all that long ago. Think back on that day and now take your turn as the ones issuing the invitation. I know you'll do great."

He motions, and you see that the Bonetown Crew, which had disappeared for a moment, has actually reappeared back on the field of battle, about a thousand feet from you. Curiously, you see Gimp over there talking to them as well.

"Go on, now, and go talk to them."

The premier Dragon of the Wold, Valdor Dragonstone, smiles at you. Looks like he is about to pop away, but if you have any quick questions, he may answer. Otherwise, your Consortium duty awaits.

[OOC from Cayzle: I presume that your DMs and the Bonetown DM want all Iron Dragons to go guest post on the Bonetown board. All of you have the rights to do so now; let me know if you have trouble posting. If I am wrong, I'm sure someone will tell me soon, and we'll get it straightened out. :-) Here is a link to the Bonetown Board.]

DM Mitch 
Monday July 2nd, 2018 12:41:23 PM

Gimp grins and returns Valdor’s greeting. ”Hey maybe we can combine business a little. The Boss has some important stuff for you guys to do but a second group to finish off those dumb cultists would be great. You guys gatta give em tasks right?”

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Monday July 2nd, 2018 1:08:39 PM

Garret shoves one loaf of bread into his armpit and quickly grabs another from Zane. Stuffing bits of bread into his mouth, he heads for the other group.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Monday July 2nd, 2018 1:14:55 PM

"Maybe we can have them bathe Garret. Can you even imagine trying to wrestle the little guy into a bath?" He heads over as well...

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Monday July 2nd, 2018 2:55:29 PM

Zane looks around the rest of the group as they walk over...
"Something is wrong..... when, tell me just when, we as a group calmly just walked our way anywhere to have a chat with someone.....
I don't think I can remember a time when that happened... EVER!"

He quietly continues the walk ove to the other group....

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Monday July 2nd, 2018 7:16:10 PM

wyaar goes too.

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Monday July 2nd, 2018 9:02:03 PM

Beri consider's Zane's question.
Many times... at the fisherman wharf before being randomly attacked by the local vigilante watch, walking down the side roads right before being ambushed by a fire bomb attack, when we visited the Marigold the night it was burnt down...
The druid heads out with his friends to see the other group.

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Monday July 2nd, 2018 11:23:04 PM

"We should probably talk to them for a little bit instead of just saying 'hey, you guys want to join the club?'. Try and get a feel for what they're like. Although if the Consortium already hold them in high regards they're probably all good"

As Tink approaches she makes an observation "Three dwarves, two humans, a linotaur and a gnome. Pretty different group to us"

OOC: Just suggesting we have a round or two of casual chat with the group before the invitation

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Tuesday July 3rd, 2018 12:33:46 AM

Come now Beri, you know Zeoll enraged the Marigold patrons by casting Calm Emotions. That spell never did work for him, always ended up starting fights...

ooc: Bosk goes to speak with the Lionfishers. I read the post at work and did not realize Gimp posted again until after I posted on their board. If needed I can join the other group.

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Tuesday July 3rd, 2018 1:36:37 AM


Expecting Gargul, and receiving Dragonstone, Sesha is a bit relieved.

"Well, alright then."

DM Mitch 
Tuesday July 3rd, 2018 7:07:35 AM

The Iron Dragons go over to meet and greet the Lionfishers.


Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Tuesday July 3rd, 2018 7:54:20 AM

Zane is conversing with the Bonetowner's.....

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Tuesday July 3rd, 2018 11:20:36 AM

Garret has joined them as well.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Tuesday July 3rd, 2018 12:36:08 PM

Restlin's there too!

Valdor Dragonstone (CDM Cayzle) 
Tuesday July 3rd, 2018 3:50:10 PM


Valdor smiles and makes a quiet exit. The Bonetown Crew is in good hands.

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Tuesday July 3rd, 2018 8:40:41 PM

Tink is standing with the Bonetown crew

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Wednesday July 4th, 2018 12:26:33 AM

Bosk continues talking with the Bone Crew

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Wednesday July 4th, 2018 1:27:16 AM

Still talking.....

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Wednesday July 4th, 2018 6:52:49 AM

Still standing.....

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Wednesday July 4th, 2018 8:47:45 AM

Still breathing...

DM Mitch 
Wednesday July 4th, 2018 10:15:53 AM

The conversation with the Lionfishers continues.

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Wednesday July 4th, 2018 12:02:58 PM

Still eating...

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Wednesday July 4th, 2018 2:11:31 PM

Talk talk talk

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Wednesday July 4th, 2018 9:44:23 PM

Eating... drinking... being merry... being awesome.

DM Mitch 
Thursday July 5th, 2018 8:19:09 AM

Introductions continue and the Dragons get into more personal questions.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Thursday July 5th, 2018 10:47:45 AM

Still chatting

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Thursday July 5th, 2018 11:23:04 AM

Garret is being Garret...and getting bored with all the talking. At least he's getting lots of food!

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Thursday July 5th, 2018 11:40:07 AM

Bosk asks some questions and sips his ale.

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Thursday July 5th, 2018 2:06:49 PM

Restlin makes a mental note to purchase some sending scrolls for their charges.

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Thursday July 5th, 2018 10:07:48 PM

The discussions continue...

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Thursday July 5th, 2018 11:33:53 PM

An offer to join (pledge?) the D.C. was extended. I just noticed my last post there was eaten, but it was a filler as I waited for the last two players to introduce themselves.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Friday July 6th, 2018 12:27:57 AM

Chit Chat....

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Friday July 6th, 2018 12:54:08 AM

Wyaar abides.

---

Crazy busy week

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Friday July 6th, 2018 5:52:15 AM

Tink is looking very serious

DM Mitch 
Friday July 6th, 2018 7:05:45 AM

The Dragons finally broach the topic of recruiting the new group into the Dragons.

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Friday July 6th, 2018 11:29:03 AM

Despite the seriousness of the setting, Garret might be starting to doze off in a food coma...

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Friday July 6th, 2018 9:58:56 PM

OOC: Do we know how much loot we are getting? We could do some CC shopping in the mean time

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Saturday July 7th, 2018 8:37:21 AM

Check in

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Monday July 9th, 2018 10:31:23 AM

check


Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Monday July 9th, 2018 11:07:48 AM

Hi there!

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Monday July 9th, 2018 5:14:41 PM

chat check

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Monday July 9th, 2018 5:55:51 PM

Counting the loot

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Monday July 9th, 2018 10:01:01 PM

checking in

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Monday July 9th, 2018 11:56:38 PM

Bosk continues talking to the Black Lions about the D.C.


DM Mitch 
Tuesday July 10th, 2018 8:39:32 AM

Conversation continues

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Tuesday July 10th, 2018 10:25:19 AM

Sesha keeps talking with the new aspiring dragon group.


Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Tuesday July 10th, 2018 11:04:32 AM

Boo!

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Tuesday July 10th, 2018 3:15:12 PM

still here

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Tuesday July 10th, 2018 5:46:23 PM

Still here too

DM Mitch 
Wednesday July 11th, 2018 5:58:53 AM

The recruiting is done and the two groups separate. One copy of Gimp sticks with the Dragons, the other starts telling the Bonetown crew about the trial ahead. "Alright guys the boss man has waited long enough. He'll be showing up here shortly so be ready."

Sesha [AC 35 /23 To/35 Fl] | HP 21/129 | CMD 33] 
Wednesday July 11th, 2018 10:53:26 AM


Pleased that she could help Zeoll, Sesha realized that she might be in a unique position to appeal to those who don't necessarily want to join the consortium. Because, after all, neither did she.

That elation though, is replaced with nervousness. It was finally time to meet with Gargul.

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Wednesday July 11th, 2018 11:38:19 AM

Garret stuff his belt pouch with all the food he can cram into it before leaving, even though he's already stuffed.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Wednesday July 11th, 2018 2:00:33 PM

"We just going to keep relaxing until Gargul arives, or are we leaving the mansion?"

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Wednesday July 11th, 2018 4:30:12 PM

"Door's open. He can come on in. It's a lot more pleasant in here than out there." Inside, Restlin's pretty excited. He's been wondering just what's been going on for a long time now.

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Wednesday July 11th, 2018 6:18:00 PM

The druid sits back in his chair and takes advantage of the brief break while he can. There is always a chance the he won't be able to finish his slice of pie before the group is setting out on their next adventure.

Wyaar ( Sheet) AC 21/15/16, CMD 33 , HP 140/153 (148 temp max), DR 5/Evil 
Wednesday July 11th, 2018 9:43:49 PM

"I think he'll manage to find us" Wyaar agrees.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 260/268, Blindsense 60' Character 
Wednesday July 11th, 2018 10:01:43 PM

"Hey, Wyaar, If you get enlarged by some chance during combat, feel free to grab the quiver from my hip if I'm available, there is a small and large bow.... well from my point of view at least. Both are +1 with Holy on them." (one is Large sized, one is Huge sized, with Arrows to match in quiver.)
Just because once you launch a telephone pole, it reverts to normal size as soon as it leaves the bow.....

Bosk AC: 42/20/38 blinking, DR10/magic, CMD: 35 93 hp (-18 lost con) /169  
Wednesday July 11th, 2018 11:59:25 PM

Thank you Gimp. I will never forget the encouragement you gave me in my pursuits of becoming a Grim.

Zane's comment causes me to recall the gear I expended in the recent battles. "Speaking of ranged attacks, I need to put together my Catacombs order."

RobC - Katinka Hushfoot -- AC 34/24/25* (+2 vs Evil) -- CMD 26 -- HP 214/214 -- Spells -- Active Effects 
Thursday July 12th, 2018 1:28:40 AM

Tink dusts herself off once more in anticipation of the meeting.

DM Mitch 
Thursday July 12th, 2018 7:16:02 AM

Sesha is elated she was able to reassure Zeoll with his concerns about the Consortium but then nervous about meeting with Gargul.

Garret stuffs his belt pouch with all the food he can before leaving.

Zane asks if they are going to keep relaxing till Gargul arrives or if they are leaving the mansion, he then offers Wyaar the use of one of his bows if Wyaar ever gets enlarged in battle.

Restlin says the door is open and Gargul can come in whenever he wants to.

Wyaar agrees Gargul will manage to find them.

Zane suggest Wyarr use his larger bow if Wyarr ever gets enlarged

Bosk thanks Gimp and realizes he needs to put together his catacombs order

Tink dusts herself off.

The arrival of Gargul is imminent…


Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Thursday July 12th, 2018 10:23:28 AM

Restlin checks the pocket watch that sits in his coat. Feels like Gargul's arrival has been imminent for like 6 months or so. He tries, and fails, to be patient. He places a hand on his knee to stop it from bouncing up and down.

Garret Goodbarrel [AC:31/31/24; +4 vs AOO; HP: 207/207 Ki:8/17 CMD: 47 SR: 29] 
Thursday July 12th, 2018 10:55:28 AM

Garret pokes Restlin, "So...are we waiting here, or are we heading back to Hook City to wait for the big guy?"

Restlin (Carl) -- AC +18/+9/+13 CMD: +20 HP: 168/168 (Spells) Luck Points: 17/26 
Thursday July 12th, 2018 11:50:24 AM

Restlin brushes the bread crumbs and meat juices off his sleeve where Garret touched him. "I say we wait, dude. I want to take a look at that gigantic crown the Sarr's avatar had before we get back to Hook City. Plus, Gimp said he'd be here soon, not in Hook City soon."

Beriothian -- AC:38+4/18/36+4 HP: 183/231 Blink: 50% miss, CMD = 23 
Thursday July 12th, 2018 4:20:04 PM

Beri turns to the horned cleric.
Hey Bosk, do you remember what kind of ale Gargul was drinking when we met him at the pub? It would be a nice gesture if we had a glass poured for him when he arrived.

Zane (JCC) AC 31, CMB 22, CMD 38, HP 268/268, Blindsense 60' Character 
Thursday July 12th, 2018 6:00:50 PM

Zane continues to just relax.... Gargul would show up when he is ready to show up.....

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