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RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili 
Monday January 4th, 2016 4:09:09 AM

Tink listens in on Restlin's question to the lizard/serpent men

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23] 
Monday January 4th, 2016 7:15:44 AM

Garret whispers loudly, "Tink? You still here?"

The laboratory explored (DM JT) 
Monday January 4th, 2016 2:05:10 PM

DM OOC: Welcome back from the Holidays. I hope everyone had a good time. God spared us from a
tornado nearby so we have a lot to be thankful for.

I had totally intended to make at least one post during this time but work and family took up my energy. But we are back now.

Recap: The IA entered the temple where the dreaded dragon vanished into. The receiving room of the temple was littered with debris from decayed stone walls and ceiling and the only exit not blocked by caved in stone lead to a small chapel and then to the lab where the serpentfolk had performed their experiments to produce enhanced lizardfolk. The botched or useless versions of those experiments remained in cages awaiting an unknown fate.

One snake-lizadfolk had retained his faculties and engaged the IA in conversssssation.

The DM had intended to develop the plot more here as the PTB had requested no PC deaths during the Holiday Season but just didn't. Sorry for not following up on this, however this side trip kept the IA alive. However, now that your DMs have permission to kill PCs again, we fast-forward a bit.

DM IC:
The serpent-lizardfolk knows little other than what goes on in the room (explained above). He knows nothing of a dragon but knows the name 'Korrine', however he did not realize it was a dragon. All he can tell the IA is that a serpentfolk comes in and says, 'Korrinne is here', and one of the unfortunate experiments is lead out. What happens after that he does not know.

He explains that a square table in the corner activates and lifts the wood plank into place with two of its table legs when the serpentfolk leave or removes it when commanded to from outside. The language used is serpentfolk and he's not able to repeat it. An inspection of the table reveals a non-magical automaton of simple design. Its only known function is as described by he serpent-lizardman. It is average weight for a wooden table of its size, more bulky than heavy. The joins in its legs are the only observable unusual thing about the table.

The small door leads to a small storage room with shelves along the walls holding jars and flasks of strange alchemical liquids. Nothing magical in nature but if one had the 'recipe' used by the snakefolk to breed tough halfbreeds of lizardfok, one my use them to duplicate the same. If one wished to.

With no where else to go from here the iA return to the only other place with exits, the temple receiving room.

Releasing the snake-liazardman first allows him to deal with the other mongrels and he promises to do what he can for them. However he can't predict their survival in the swamp or their acceptance into the care of the lizardfolk. At least the snake-lizardman has the mental and physical capacity to survive on his own.

Back in the temple foyer, or receiving room, the IA look again for some sign of where the dragon went or how it got past the blocked exits. This time, the gods (or PTB) look down upon the IA with favor and a superbly cleverly hidden pressure stone in the north wall activates the 'secret door'. A cleverly disguised pile of rubble smoothly moves and opens up the north passageway.

The serpentfolk had used real rubble and by the looks of it magically cemented them together to look 'natural' and obviously unmovable. However it was part of a clever secret 'door'.

There are clear signs that creatures pass through here frequently. The corridor runs some 50' (in total darkness) before turning to the right.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+19=39 ;
Monday January 4th, 2016 6:02:14 PM

Hmm, am I understanding correctly that we could use this recipe on ourselves if we had it? Well, since they are non-magical perhaps I can deduce what a few of them are based on the apparent ingredients in the recipie. There may be some useful bottles we should take with us.
knowledge nature (since non-magical contents) = 39 (natural 20!)

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Monday January 4th, 2016 9:54:05 PM

Yes, because those creatures appeared to have benefited so much from it. I think we are better off not using such recipes. However the reagents might prove useful and valuable. I agree that we should collect what we can. Even the recipe, as it might provide a way to undo what they have done.

Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17] 
Monday January 4th, 2016 10:14:27 PM


Gasping, Sesha suddenly takes a knee. Something wasn't right, but she couldn't place it. She felt a heart-ache unlike any she had in her entire life.

Her mind buzzes with a strange sense of encroaching sadness, and it had nothing to do with the dragon.

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Monday January 4th, 2016 10:36:59 PM

"I think we should take the stuff, on that I'm agreed. But I would suggest refraining from using them. First we are not trained in them, second, it's something a monsterologist would do, and most of them do things that are way beyond decent."
As Sesha goes to her knee, Zane goes to her and puts a hand carefully on her shoulder, "You O.K.?"

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili  d20+31=34 ; d20+41=55 ;
Tuesday January 5th, 2016 4:26:27 AM

Tink looks to Sesha in surprise. Had the witch been attacked? Was there an assailant in the room? She doesn't immediately spot anything out of the norm.

"This place just feels wrong. I'll be glad when we are out of here" she declares.

She renews her invisibility, and proceeds to the hover 50ft down the corridor to where it turns. Once there, she will peek around the corner.

Perception: 34 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 70 = 55 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground (Tink has a +26 Fly skill)


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23] 
Tuesday January 5th, 2016 7:53:11 AM

Back in the main room, as Sesha drops to a knee, Garret calls out to Tink, "Hey, Tink, wherever you are, you might want to hold up a minute, Sesha is down!"

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 3/13 
Tuesday January 5th, 2016 8:38:27 AM

Restlin scratches his head. Sesha came from a world he couldn't really imagine & wielded a power completely alien to him. It would be tough for her actions to surprise him at this point, but he still feels concern when he sees her react like this.

Still, the timing is really bad.

He takes a knee near her and waits for her to recover a bit before asking, "everything ok, dear? Something going on we should know about?" He figures Tink needs a moment to scout ahead. Hopefully they'll be ready to move on afterwards.

Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17] 
Tuesday January 5th, 2016 11:05:20 AM


Sesha climbs back to her feet, unsure what exactly just happened.

"I don't know myself. I think I'm fine. Lets move on."

She still feels a lingering sadness, and it only intensifies when she looks at Restlin. She puts on a half-grin and dusts off her knees.

"Easy day, Mage-priest. If that's the worst I get here, were getting off lucky."

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Tuesday January 5th, 2016 12:37:47 PM

Bosk looks at Sesha with a little worry. Is something wrong? You look a little out of place. Given the dragon's abilities it might be prudent to steel ourselves against mental and psychological attacks.

ooc: Not sure what is going on with Sesha, but spells to boost will and fort saves might be necessary. Even is Sesha is just role playing we should be prepared for the dragon's aura.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Tuesday January 5th, 2016 6:30:04 PM

Bosk, Dragons can't possess people can they? Remember that time I was possessed by a wizard's necklace?
Beri keeps an eye on Sesha to make sure she's really okay... and really Sesha.

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Tuesday January 5th, 2016 8:49:56 PM

"Normal Dragon's can't I don't believe, but this is most definitely not a normal dragon. Who knows what it can do.
Sesha, please alert us if you figure out what's going on, you know we'll lend you whatever aid you need."

Zane settles his pack on his back and then notices the tiny spider on his shoulder."Well Kritter, I though I'd just dreamed you up, nice to see some dreams are more real than others. Just keep yourself hidden if I start fighting, OK?" Highlight to display spoiler: { spider pet from GG}
"Lets get going, I'm sure that dragon is doing something we won't like while we hang around here."

Zane heads on down the newly found hallway, expecting Tink to give a warning if it's dangerous.....

The laboratory explored (DM JT) 
Wednesday January 6th, 2016 1:32:24 AM

The IA prepare to leave the laboratory but some aren't quite ready to leave yet. Tasty liquids that that promise a wide variety of effects on one's person tempts some.

Beri surmises that if they did actually find the recipe for transmutations, they could try it on themselves with the ingredients left in the storage room. He proceeds to inspect the jars and bottles and tries to deduce their contents.

Beri: Highlight to display spoiler: {I really have no idea what they are or could be. They are 'window dressing' as part of the side trip to keep you guys alive during the Holiday slow down. However, if important to Beri, I'll try to come up with a list. :} }

Bosk at first seems to agree in to their use in experimenting on themselves but sarcasm is heavy in his tone. But does agree that they could be useful for other things, like undo the stransmutations done to the hapless victims.

Sesha then suddenly is brought to down to a knee as a horrible feeling washes over her like a terrible disturbance in the Force.

Zane may or may not have caught Bosks' sarcasm when he plainly explains how wrong it would be to use the stuff, stuff of monstrologists (oooh icky poooh cross my fingers wish to die! as the saying goes each time that 'M' word is spoken while making the sign of the 'M' on one's chest) [/i].

Zane kneels and carefully puts a hand on Sesha's shoulder, 'You OK?

Katinka declares "This place just feels wrong. I'll be glad when we are out of here,".

She is ready to move on and starts out the door when...

Garret calls her back, "Hey, Tink, wherever you are, you might want to hold up a minute, Sesha is down!"

Restlin is puzzled at what may be happening to Sesha. Her ways are alien to him and not much she does would surprise him, but if it weren't for the time and place...
He also kneels next to her. "everything ok, dear? Something going on we should know about?"

Sesha gets back up and explains that she does not know exactly what happened but thinks she is fine. Looking at Restlin she puts on a half-grin and dusts off her knees.
"Easy day, Mage-priest. If that's the worst I get here, were getting off lucky."

Bosk seems more worried and wonders if it is the dragon trying to do something to Sesha. He suggests some magical boosts to protect themselves from domination or possession.

Beri questions the capabilities of dragons possessing people and remembers that once he was possessed by a simple wizard's necklace. Just in case, he keeps an eye on Sesha, or who he thinks is Sesha.

Zane reminds his friends that 'normal' dragons can't do possessions, but then again, Korrinne ain't no 'normal' dragon. He assures Sesha they are ready to help in whatever way they can, just let them know what's going on as soon as she figures it out.

Zane finds an oddly brave spider on his shoulder that brings back a dejavou memory, like a dream. He should know this spider? In keeping to the spirit of no killing during the Holiday Season, he does not squash it, instead, advises it to stay hidden when fighting starts up.

With a curious little spider as a new companion (which, by the way, has a red torso with a little 'v' on its chest), Zane suggests they get going, as he's sure the dragon is up to no good while they hang around the lab and leads the way back out the doors.

With signs of concern over Sesha's strange experience but pressed to catch up with Korrinne and hopefully prevent what the D.C. saw in their vision, the IA head back to the receiving room.

Back in the temple foyer, or receiving room, the IA look again for some sign of where the dragon went or how it got past the blocked exits. This time, the gods (or PTB) look down upon the IA with favor and a superbly cleverly hidden pressure stone in the north wall activates the 'secret door'. A cleverly disguised pile of rubble smoothly moves and opens up the north passageway.

The serpentfolk had used real rubble and by the looks of it magically cemented them together to look 'natural' and obviously unmovable. However it was part of a clever secret 'door'.

There are clear signs that creatures pass through here frequently. The corridor runs some 50' (in total darkness) before turning to the right.

Katinka flies down the corridor, invisibly and peeks around the corner. She sees that the corridor extends another 20' and opens into a large room. From what she can see, the room seems clear of rubble.
The dimensions of the room cannot be determined from her spot.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili  d20+31=32 ; d20+31=45 ; d20+41=47 ;
Wednesday January 6th, 2016 6:13:49 AM

"All safe the corner" Tink relays over the link "Then another 20 feet or so before it opens into a room. I can't say what's in the room nor how big it is. Everyone can safely come up to the bend here, and then I'll proceed further"

Tink will wait for the others to gather closer to where she currently hovers. She looks carefully at the worn floor to see if there are particular spots that previous travellers may have avoided (eg: possible traps).

She sniffs the air deeply. Perhaps there is a smell of dragon in the air? Whatever that might smell like.

When the others reach the corner she hovers by, Tink will then proceed another 20ft ahead towards the room.

Perception: 32 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)
Stealth: 62 = 47 + 20 Moving Invisible - 5 for stealth at greater than half speed + Hide in Plain Sight + Misdirection + Pass Without Trace
Flying 5ft off the ground (Tink has a +26 Fly skill)


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23]  d20+19=32 ;
Wednesday January 6th, 2016 8:23:26 AM

Garret lets the others go first, bringing up the rear as usual. He takes a last look around the room before the group enters the hidden corridor (perception: 32).

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 3/13 
Wednesday January 6th, 2016 9:29:54 AM

Restlin heads forward. He stays close to Sesha without making it seem like he's trying to stay close to Sesha. He probably fails doing that.

He waits for Tink behind the bend in the corridor, just in case anything comes shooting down it.

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells  d20+19=34 ; d20+19=22 ;
Wednesday January 6th, 2016 5:14:12 PM

Bosk takes his usual position second from the front, weapon ready for action. They he moves forward he keeps an eye on his surroundings, making sure to check everywhere, including the ceiling.

Perception check = 34
Check for traps = 22 (not sure if you are one of the DMs who require a separate check for this or not)


Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+24=34 ;
Wednesday January 6th, 2016 7:34:37 PM

Beri takes a spot behind Bosk, in addition to keeping an eye on the ceiling and floor he sniffs the air to see if they are getting close to the dragon.

perception=34

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character  d20+4=12 ; d20+17=28 ;
Wednesday January 6th, 2016 9:12:26 PM

Zane looks back and sees the others following, he asks over the link,* want me to keep going or let you and the rest pass me?.*
If indicated to keep going, Zane moves as quietly as he can. He keeps a look out as he goes along (darkvision)
Stealth 12
Perception 28

Deeper into the Temple (DM JT) 
Thursday January 7th, 2016 1:28:40 AM

The corridor is 20' wide and 15' tall.

Katinka sniffs the air. The smell in here is musty. It is hot and humid. Katinka gets a strong whiff of sweat wafting from behind her. She waits for the others to catch up, relaying through the link what she sees so far.

While she waits she looks for signs on the floor where creatures may have avoided. It is pitch black in here and things are seen as black and white only. Tracks in the dust or dirt show up as a shade of black or white. She does not see any spot that may have been avoided.

Garret hangs back as usual, keeping watch for anything trying to sneak up from behind. He notices nothing doing so as he follows down the corridor.

Restlin stays close to Sesha pretending not to stay close. He stops just before the bend so the corner can block some of a blast coming their way.

Bosk is second from the front as he heads down the corridor, his head swiveling every which way looking for traps. He notices nothing unusual and so far triggers nothing either.

Beri follows behind Bosk doing much the same as the minotaur and has as much luck as the minotaur in spotting anything to set off alarm bells. He sniffs the air and gets a powerful strong smell of minotaur sweat mixed in with damp, musty, corridor.

DM OOC: Beri, remind me what form you are in at the present. I don't remember. Thanks.

Zane leads the way and asks over the link 'want me to keep going or let you and the rest pass me?'.
He waits at the corner for an answer. His stealthy move down the corridor is uneventful. He feels a tickle on is left ear as his new pet spider crawls up to its tip and perches there.

With everyone now at or near the corner, Katinka starts to head on towards the room when all hear hissing sounds. It is clearly a language but the words are foreign and very hissy. It is only heard for a few seconds and when it stops a wall of gears suddenly flops at the entrance blocking the way, sort of.

The wall of gears is 20' long but only 5' high, leaving 10' of space from the top of the wall to the ceiling at the entrance. The wall of gears is what it looks like. Gears whirl and grind in a menacing way. There are gaps between the gears where one could try to squeeze through but it is obvious that anyone trying to pass through the wall could find it a painful experience.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23]  d20+19=34 ;
Thursday January 7th, 2016 7:23:13 AM

Garret hears the wall of gears before he sees them and stops, spinning around. He remains on rear guard when he realizes that they are just a wall and not an attacking force. He bounces lightly from one foot to the other and still keeps a watch to the rear (perception: 34).

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 3/13 
Thursday January 7th, 2016 8:01:02 AM

Restlin ponders this wall. Tink, Sesha, Beri, and himself can all fly over one way or another. He's pretty sure Garret can just jump over it, and Bosk and Zane may be able to step over it. Bosk can blink through if nothing else. Zane's pretty limber as well. Jumping over a 5' wall shouldn't be hard for him.

Over the telepathic link, he states "Looks like they know we're here. Maybe we should drop the stealth act and just get in there."

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Thursday January 7th, 2016 10:37:41 AM

Bosk looks at the wall for a second, memorizing their patterns and where the gears flopped out of.

ooc: Did the gears "flop" out of the ground, the entrance, floor or ceiling?

Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17] 
Thursday January 7th, 2016 11:07:21 AM


Sesha holds up a hand for caution.

"We planned on a list of about 12 spells that would be necessary to handle the dragon, should it come to that. Are we certain Corrine isn't here?"

She finds Katinka through the link.

"Tell Joy to go ahead on through the wall of gears near the floor, and tell her to get an idea of what's waiting for us."

(It's been awhile. We should probably take a moment to recall what buffs are going, how long they have left, and give the DM a general idea of our spell slots, since everyone but the stinky halfling is a spellcaster.)

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23] 
Thursday January 7th, 2016 2:37:46 PM

*sniff, sniff*

"Do you guys smell something or is that just me?"

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+1=15 ;
Thursday January 7th, 2016 5:03:49 PM

Guys... this is a wall of gears... not saw blades, thorns fire... should we try to stop them from turning or let them do whatever it is they are doing. Having seen the last room I can't imagine they are innocent. The question is whether the bigger danger is in letting them run or jamming up the works.

knowledge engineering to determine what the gears may be doing- 15
***
+1 to saves, skill checks, and attack rolls. (from Restlin on the 11th)
form of bugbear
dark vision/scent

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Thursday January 7th, 2016 6:09:39 PM

And before we fly over them lets make sure they wall cannot fly up ad hit us!

ooc:Still not sure if they flopped out of the walls, down from the ceiling, etc.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili  d20+12=30 ; d20+31=38 ;
Thursday January 7th, 2016 7:27:19 PM

Tink relays Sesha's request to Joy - telling the ghost to scout ahead.

Tink then looks over the gears very carefully. Could they serve any purpose other than to act as a hindrance? Is there any chance it might explode? Or perhaps attack the party form range?

"I don't fancy leaving these things running. If we fly over them, we may find ourselves trapped on the other side later. I'm with Beri. These things shouldn't be left running. Everyone, take a step back for a moment."

If Tink can identify a way to disable these gears, she will attempt to do so.

Knowledge Engineering: 30 - to determine the purpose of the gears, any danger to he party, and if possible, a weak spot
Disable Device: +25 - Roll to be made secretly by DM (Tink has +24 and being close to Restlin gives her another +1)
Perception: 38 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying + Spellcraft 36 (To ID any magical auras)


Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Thursday January 7th, 2016 8:34:16 PM

"I have a couple of poles in a bag if you want them Katinka." Zane offers to help out with.

The Wall of Gears (DM JT) 
Friday January 8th, 2016 1:11:24 AM

The dreaded wall of gears whirls and grinds waiting for flesh to eat...

DM JT: Was there someone with some decent light in the party? I can't remember. Refresh my memory.

Garret peaks around the corner when he hears the clanking and grinding. Prepared for nimble moves, he bounces lightly from one footsy to another while keeping watch at the rear.

Restlin weights the options each have in getting over the low wall and is pretty sure everyone can get over it one way or another without incurring any damage. He suggests drop the stealth act as 'they' know the IA are there.

Bosk tries to study the gears (provided he can see them), memorizing their pattern. The wall flopped from the right side, as if it had been standing on end and was tipped over.

Sesha holds her hand up for caution. 'Are we certain Corrine isn't here?' she wonders 'out loud' through the link. She sends Joy through the wall to scout out the room, primarily looking for Korrinne.

Beri poses the question as to gumming up the gears or just them whirl. His bugbear intuition gives him a gut feeling they are whirling and grinding.

DM OOC: Gears. To describe Gears: gears usually are round (a wheel with 'teeth'). While one turns one way the teeth engages another gear causing that gear to turn the opposite direction. Water mills, wind mills, donkey propelled mills are the simplest sort. The Wall of Gears is a wall of a lot of these wheels with
teeth. Getting caught in between the teeth of the gears is horrifically bloody.

bosk cautions any attempt to fly over the wall without verifying if the wall can move up to snare anyone trying to do so.

Katinka sends Joy ahead as Sesha requests and takes some time to study the wall. She does not like to bypass the wall leaving the gears working as it could pose a problem for them later. she searches her engineering knowledge for their function and a means to disable them.

The gears seem to have no other purpose other than to whirl and grind providing very little in the way to pass through it without the danger of getting caught in the whirling teeth. All it takes is some small portion of clothing or lock of hair to wander into the whirling gears to viciously yank the unfortunate into it's 'embrace'. Disabling gears usually is done by wedging a hard object between the teeth to stop the turning.
This case is no different by the looks of it. However, of all the studying katinka does, she concludes there
is only one way to know for sure what will work and what won't, and that is to just try it.

Unfortunately, there are literally thousands of these gears. As far as a weak point, her engineering knowledge does not see anything other than that the gears are made up of various metals such as copper, silver, iron, etc.
Since some metals are harder than others, that might be considered a 'weak' point.

Zane offers a couple of poles if need be.

From the other side of the wall of gears, Joy looks around. She relays through the link (she is in the link right?) that she sees a very large room with numerous large snakes coiled here and there on the floor. The snakes seem quite aware of the presence of the IA but at this moment are still coiled.


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili 
Friday January 8th, 2016 1:40:26 AM

"Since I can't see any magical aura, it would look like these are purely mechanical in nature. That means it needs to be powered in some fashion. And since these gears interlock and intertwine, there must be one driving the whole mess"

Tink looks for the 'key' cog. The one that is likely driving the others. She suspects it will be one nearest to the stone walls, likely half embedded within it. When she believes she has found what she seeks, she will cast an Acid Dart at the centre of the cog. Her plan is that if it can no longer grip its axle properly, it will no longer spin, and thus, stop the others from spinning too.

------------------
Knowl Engineering: 30 (rolled previously)
Disable Device: 25 (rolled secretly by DM if required)


Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 3/13 
Friday January 8th, 2016 9:15:49 AM

"What is the point of this stupid wall?" Restlin asks out loud as he makes his way down the corridor towards it. "They know we're here, we know they're there, but by all means let's throw up this ridiculous obstacle."

Restlin finds himself a nice silver gear and starts throwing acid splashes at it. If anyone's near it, he'll warn them to step away.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23] 
Friday January 8th, 2016 9:18:01 AM

Garret remains at the rear, waiting to see the result of the tinkering by Tink with the gears...

Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17] 
Friday January 8th, 2016 10:55:54 AM


Joy, who is not in the link, will have to move back and relay the information to Tink, who can share it with the rest of the group.



Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Friday January 8th, 2016 2:52:16 PM

from Tishe's weave elements.
Highlight to display spoiler: {Freedom of Movement, Water Breathing, Swim 120 ft
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

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

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

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

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

Spells Available *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Friday January 8th, 2016 5:31:18 PM

Bosk casts detect magic and detect victim hoping to locate the dragon. If he does sense the dragon's presence close by he will inform the group and cast fly on himself.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Friday January 8th, 2016 6:43:43 PM

Acid? That's going to do a nice bit of damage to that wheel. If that fails, let me know if anyone needs an airwalk spell
***

+1 to saves, skill checks, and attack rolls.
form of bugbear
dark vision/scent

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

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

The Wall of Gears (DM JT) 
Sunday January 10th, 2016 12:19:53 AM

DM JT: Some technical issues to clear up before proceeding.

Does everyone have Darkvision?
If not, who doesn't and who's carrying a light source for those who don't.

Does Bosk have some piece of the dragon necessary for the Detect Victim spell?

I can't find Acid Dart as a spell. Katinka has Acid Splash, but doe not have it memorized, according to her currently memorized 0 level spells.

Main things are Darkvision, who does not have it and the piece of dragon, does Bosk have something and what is it.

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Sunday January 10th, 2016 1:31:54 PM

Zane, "I have the meager Acid Splash spell want me to see if it works on those gears?. Or maybe on the part that the gears are rotating on. Maybe some heat would work, isn't heat used to fuse metal together when being a smith? I think that's how they make bigger blades than the daggers and Kama I use."

(Zane has Darkvision as well)


Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Sunday January 10th, 2016 2:46:20 PM

ooc: For detect victim Bosk needs a something from the offender. I am considering the players in our group the offenders and the dragon the one wanting vengeance against us.

Korrine said - MY CHILDREN YOU HAVE JUST KILLED, THE SERPENT FOLK WHO WILL FOLLOW ME TO THIS FERTILE DISK AND A LAND OF SLAVES. FOR THIER DEATH, YOU NEED TO BE DISCIPLINED."

Bosk has Dark Vision and Blind Fighting. He also has light prepared.

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 3/13 
Sunday January 10th, 2016 5:52:47 PM

Restlin does not have darkvision.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili 
Sunday January 10th, 2016 8:20:45 PM

OOC: Tink has the Wizard "Conjuration" school class ability:

"Acid Dart: As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance."


The Wall of Gears (DM JT) 
Sunday January 10th, 2016 9:39:58 PM

Thanks guys.
I forgot about the Schools, but it is good to post the important things like damage, negates spell resistance, etc.

Now that 'Light' is prepared, do i assume it is cast so Restlin can see?

Preparing post tonight.

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Sunday January 10th, 2016 11:18:52 PM

Bosk will cast it for Restlin

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23] 
Monday January 11th, 2016 9:15:31 AM

OOC:
Garret can't see anything in the dark. Or fight in the dark. In fact, he doesn't even really like dark very much because he can't find food as easily...

The Wall of Gears (DM JT) 
Monday January 11th, 2016 4:56:10 PM

DM JT: sorry folks, I thought I could squeeze a post in between regular stuff and wife birthday. The scene has taken a lot more prep than I had realized and most of my time has been high jacked into doing 'stuff'. However the map is ready, the scene details complete, just need to compile the post. Sigh... hang in there....

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Monday January 11th, 2016 6:44:35 PM

Beri has dark vision and scent ability

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Monday January 11th, 2016 8:54:07 PM

Zane has a couple of stones with continual light on them if anyone needs, he got them when he was at sea, safer than true torches....


Attack on The Wall of Gears (DM JT) 
Monday January 11th, 2016 9:44:59 PM

The IA determine that they need to disable the wall of gears before continuing so as not to have it threaten any desperate retreat.

DM JT: slight correction. No mention of NOT seeing any magic aura was said, but no mention OF seeing any magic aura either. The wall does radiate magic, a very strong one at that, but that would be natural
in any case as SOMETHING has to power the gears. The nature of the magic, as best as can be described, is the kind that powers mechanical things, whatever category that is.

Katinka studies the wall with its thousands of gears whirling, looking for a 'key' cog. While doing so
her arcane sight also tries to figure out what type of magic works the thing. Some expert pieced this together and with magic got it working as it does radiate magic. But it's not a conjured type (like say, a Wall of Force).

Her engineering knowledge is superb but no gear stands out as a 'key'. Any one disabled cog might stop a small section, but the hundreds of sections are not interlocked and thus would remain active.

On the other hand, might as well start working on one and see what happens. She casts an Acid Dart spell at a promising cog.

Restlin gripes, 'What is the point of this stupid wall?' and joins Katinka. It is clear that both parties
are aware of each other, so why the ridiculously short wall? He adds his own acid splash to a silver cog.

Garret smartly remains on watch at the rear. The stupid wall could be a ruse to divert their attention away from the rear...

Sesha listens to Joy's description of what she saw in the room. (See map) and relays that to the others.

DM NOTE: notice the 'darkvision' lines determining what can be see from behind the wall of gears.

Bosk casts Detect Magic to try to help out. He also casts Detect Victim hoping to locate the dragon.

Bosk's senses become aware of magical auras but no sense of Korrinne comes to him.

Beri offers his Air Walk spell for those needing to by pass the wall if the acid fails.

Zane hands a stone with Continual Flame on it giving Restlin and Garret some light. It lighs up the area as much as a torch would, he hands one to Garret, whe is guarding the rear, in the dark, and one to Restlin, who is up front.

The attack on the wall commences and after 1 round (a Acid Dart and an Acid Splash), the said affected gears show a smidget of discoloration due to acid damage. Katinka's engineering skills easily determine that the said wall is fairly resilient and there may not be enough acid magic to make any real difference, certainly not enough to at that level (Acid Dart and Acid Splash) to disable the entire wall.

What the IA do know is that on the other side await some snakes. And probably Korrinne. Unless Korrine is comming up from behind...

So what next? Bypass the wall the easy way by simply flying or leaping over it? Or try to dissable the gears in some more drastic fashion than pinpricks?

What to do...waht to do indeed...

Map: Large Dark Room with snakes

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+13 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili 
Monday January 11th, 2016 11:20:43 PM

Tink tries once again to disable the gears, convinced that whoever put it here must have put in a way to turn it off.

-----------------
Per the PRD: "The DC to cleverly sabotage a clockwork device is 25". How the device is disabled doesn't seem to need to be specified.
Tink has a +24 Disable Device skill, masterwork tools, and receives an additional +1 luck bonus from standing next to Restlin. Taking 10, she nets a 35 on her Disable Device check, possibly more with Aid Another and Guidance spells.

Also per the PRD, to determine a weakness is an Knowl Engineering check DC20. Since that check was made, can we please be given a nudge as to what the weakness is, or, that no weakness exists?


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23] 
Tuesday January 12th, 2016 8:34:05 AM

Garret catches the glowing stone and is careful to hide it in his fist and not look directly at it to destroy his vision. He experiments with trying to tie it to his belt and placing it in his belt sack to see where it can be placed so he doesn't have to hold it while looking back down the hallway. He then puts it in his mouth and opens and closes his mouth, pretending to be a lighthouse.

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 3/13 
Tuesday January 12th, 2016 11:30:09 AM

As Tink futzes around with the gears, Restlin ponders just hosing the entire room beyond them in fireballs. He decides against it for several reasons: the snakes are spread too far apart, they may just be illusions...he decides to give Tink a shot at out smarting the wall first.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Tuesday January 12th, 2016 5:18:38 PM

The off switch may only be on the other side if it's purpose is to keep out intruders. They are gears though, so I would assume we can jam them. Oh, I can use stone shape and use the floor to stop them... if we are sure we want to. We've seen machines explode when we mess with them before.

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells  d20+24=31 ; d20+24=26 ;
Tuesday January 12th, 2016 6:38:45 PM

ooc: Sorry I wasn't clear enough, I wanted Bosk to detect magic for 3 rounds. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If need be I will recast.

After his spells Bosk makes a point of scanning everywhere for trouble in cluding checking the floor for pit traps and the ceiling for enemies.
Perception to check for enemies, anything out of the ordinary an "off switch" = 31
Perception to check for traps (if you require a seperate check) = 26

Highlight to display spoiler: {Freedom of Movement, Water Breathing, Swim 120 ft from Tishe's weave elements.
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

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

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

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

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

Spells Available *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Tuesday January 12th, 2016 7:38:18 PM

Over the link, *Want me to dive over and see if there is a switch? or are we waiting for buffing?*

Attack on The Wall of Gears (DM JT)  d6=3 ;
Wednesday January 13th, 2016 2:04:04 AM

The wacky wall of gears stymies the IA.

Katinka, having left hardly a scratch on a cog of the wall of gears, tries once more to disable it.

DM JT Note: the PRD info given was good but applies to the average clockwork device. Specially designed and manufactured ones can have a much higher DC. Not trying to frustrate you here. but it is such as it is.

She really puts all her effort into discovering a way to disable it but the gears whirl and grind and twirl such
that staring at them too long makes one dizzy. The method of disarming it eludes her. Since it is powered by magic, perhaps magic is what prevents normal disarment. Perhaps magic protects it such that there is no weak spot.

Garret plays with his new glowing stone, working out a way to use it yet leave his hands free. He finds an ingenious way to keep it in his mouth to hide the light and open his mouth to shine it. To the others, with his mouth closed, his cheeks gain an eerie glow that radiates all the way up to his eyes, making him look like some spooky undead.
For his part, it keeps his mouth full of something other than food. We just hope he doesn't get too excited about something and swallows it. The IA are probably not ready to watch a faint glow slowly pass through...

Restlin ponders just blasting the room with fireballs but decides against it. The snakes are spread out and who knows, they might not be real. So instead he tries to help Tink find a way to disable it.

Beri suggests that an off switch might exists on the other side. Or the gears could just be jammed. He
also has Stone Shape that he could cast, but also reminds his friends that it might explode if tampered with.

Bosk, having failed to locate Korrinne, casts his Detect Magic and directs the cone of detection towards the wall. His now enhanced senses see his friends in front of him glow with magic as well as the wall of gears.

Detect Magic: 60' cone, Round 1.

Zane offers to dive over the wall and look for a switch.

As if to give cause for Zane to jump over the wall, a taunting hissing emanates from the other side. The snakes weave their heads. The hissing words seem like a chant. Then, as if disturbed by the hissing chant, a swarm of bats erupt out of the large room and charge Katinka!

The hundreds of bats swarm around katinka, messing her hair, wings beating her here and there, claws scratching exposed flesh.

Katinka takes 3 points of damage.

Map is unchanged.


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+10 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili  d20+15=31 ;
Wednesday January 13th, 2016 2:44:48 AM

Tink rolls her invisible eyes. Her darkvision was fine for seeing things in the dark, but obviously the others needed a light source. And it looks like the light source was enough to attract the bats.

She takes a 5ft step to the northwest, whilst eyeing the gears.

"You know what, Beri, feel free to cast your Stone Shape on these gears. I'm done trying to be subtle" she sulks.

-----------------------
Knowl Arcana check to ID the mysterious magical spell powering these gears: 31. DC=20+Spell Level. Note this doesn't just reveal aura. It "Identifies a spell effect that is in place"

Also, did the bats provoke an AoO from anyone with their movement? And if they are a swarm (with a space of 10ft) wouldn't this mean they are in the gears since they have to descend to the ground level in order to occupy the same square as Tink?


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:15/15 CMD: 33 SR: 23] 
Wednesday January 13th, 2016 10:10:57 AM

Garret gasps when the bats appear and almost swallows the stone. He coughs it up and catches the stone in his hand.

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 119/119 +14 Tmp HP (Spells) Luck Points: 3/13 
Wednesday January 13th, 2016 11:25:20 AM

"Agreed. Enough of this 'let's be clever' nonsense. Beri, break that thing."

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Wednesday January 13th, 2016 5:40:01 PM

Right away... oh, and does someone have a whistle or something that will mess up the bat's sonar? Hopefully we can blind them.
Beri bends down and casts stone shape on the floor, causing the stone floor floor to rise up around the wheels and envelop the teeth of the gears so they cannot continue grinding. The stone should fill in any gaps the snakes could use to go under the wheels. Should they try going over... well, perhaps the bats will be hungry.

Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17]  d20+24=40 ; d100=38 ;
Wednesday January 13th, 2016 5:47:09 PM


"Someone cook these things.", Sesha complains. Sadly though, she imagined her team-mates likely wouldn't have a simple enough spell at hand. They weren't a flashy bunch, except for Restlin. And that was only sometimes.

She wasn't really sure the bats were worth wasting resources on anyways.



Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Wednesday January 13th, 2016 5:55:28 PM

Having fought more swarms than he cares to remember, Bosk glances at the bats and notes their size.

ooc: Can you tell us if the bats are tiny or diminutive? This effects their ability to be effected by wind and if they are damageable by weapons or not.


Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Wednesday January 13th, 2016 8:55:24 PM

Zane shrugs his shoulders, "Never really had a use for burning hands. I tends to be ineffective around wooden ships, especially if you want to keep a float while at sea." It's his way of indicating that he can't do anything about the bats.
He takes a moment and thinks about what's in his pack, "What we need is a net and that's something I don't carry, but I might start and not just for this reason...."

Attack on The Wall of Gears (DM JT) 
Wednesday January 13th, 2016 9:19:15 PM

DM JT: the Bat Swarm is classified as Diminutive. Unfortunately I forgot that Swarms are 10x10 so I didn't include Reslin in the swarm area. My bad.

The Bat Swarm is a 10x10x10 cube. Swarm attacks do not provoke AoO if the swarm can't be harmed by weapon damage. Diminutive swarms cannot be harmed by weapon damage but are susceptible to high winds.

The swarm area does not contact the wall. Even if one individual or two did accidentally get squashed, the swarm itself would not suffer damage.

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Wednesday January 13th, 2016 10:01:17 PM

ooc: do the following rules on Page 237 of the Monster Manual that outlines some vulnerabilities of swarms apply?:

- A lit torch swung as an improvised weapon (usual -4 penalty) deals 1d3 points of fire damage per hit.

- A weapon with a special ability such as flaming or frost deals its full energy damage with each it, even if the weapon's normal damage can't affect the swarm.

- A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

Attack on The Wall of Gears (DM JT) 
Wednesday January 13th, 2016 10:30:57 PM

DM JT: Monster Manual? Page 237? I'm looking at the Pathfinder Monster Reference - Creature Types - Swarm Subtype. A swarm of Diminutive flying creatures comprises of about 5,000 creatures. That's why it is immune to ALL weapon damage.

The thrown lantern qualifies as Splash damage, as it breaks and affects an area.

As far as the torch and weapon with energy damage, I have to go by what Pathfinder says in the Swarm subtype. For reference to this, it says that a swarm is immune to any spell that affects a specific number of targets. The energy damage probably falls in this category.

James: It was from a reference app on my phone. I don't have physical book, so it might be wrong, but it said it was the pathfinder monster manual.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 (+10 Temp)* -- Perm Arcane Sight, Darkvision, See Invisibili  d20+12=18 ; d6+4=9 ;
Wednesday January 13th, 2016 11:02:09 PM

Tink fires off another acid dart. This time, at the swarm of bats.

Hit Touch AC18 for 9pts acid damage, ignoring spell resistance

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells  d6=5 ; d20+14=33 ;
Wednesday January 13th, 2016 11:16:11 PM

Bosk realized his weapons will do little good and concentrates his spell

Zane (JCC) AC 33, CMB 16, CMD 32, HP 211(+52 temp)/166, Character 
Wednesday January 13th, 2016 11:38:13 PM

"We can use my large tent as a giant bag and try to scoop them up."

Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17] 
Wednesday January 13th, 2016 11:56:50 PM


swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. A swarm can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.


Sesha [AC 33 /2o To/25 Fl] | HP 191/93 | CMD 17]  d20+24=30 ; d100=32 ;
Thursday January 14th, 2016 12:17:26 AM


Sesha feels a rising discomfort, and it has nothing to do with the bats. Once again, she feels as if something is terribly wrong, and it makes her sick. She sees Zane bumbling about with a sack, Tink shooting darts into the middle of a swarm she should know she can't hurt, and the IA in general not acting as the tight unit she knows they are.

She pushes herself back to her feet and whirls on the group, swatting a bat from her face like a fly from the table.

"Get a grip guys! We know these bats aren't anything but a distraction and that wall nothing but a momentary pause! Our real conflict lies that way, beyond the entrance to that chamber!"

She points a slender finger, trembling with anger, towards the serpent-mens room.

"Is it a trap, who knows? But were here for a reason and that reason isn't to acid wash a wall, no matter how smart we think we are, or to capture a bat, no matter how clever we are. Through there is our focus, Corrine or not, those creatures have done terrible things to their captives. Serenbeth won't abide it and neither will I."

She considers the group.

"If you fly, you can squeeze over. If you can teleport us past it, do it. If you can go ethereal and sneak through, do it, but lets not sit here and give them the time they need to thwart us, The Iron Adventurers, the most hard core - evil stomping - spell throwing - karate kicking - god representing adventurers short of the Dragon Consortium!"

She takes a look at the nasty wall.

"Light, just run through it if you have no other way. I've never let anyone die when I wasn't trying to kill them, and I won't start now. C'mon."

Blowing her hair up from her eyes, Sesha nods to Joy, Hope, Myrth, and Faith, all still present from her extended summon, and fades back into the etheral with another Blink spell. She pushes into the room, her goddesses name on her lips.

"Serenbeths will lives through me, the most dangerous woman to ever grasp a ley-line! Consider yourselves warned!"

Standard: Blink
Move: Move through wall to 4 squares north of dark green snake.

Joy and Faith will wait at the edge of the wall, readying actions to channel energy to anyone who get injured as they come through. Myrth and Hop will come through on her flanks, one four squares north and the other three squares east.

Spells in Effect -

Barkskin
Shield of Faith
Heroes Feast
Greater Immortal Summons (4 ghosts)
Blink
Cats Grace (Sacrifice Self)
True Seeing (Sacrifice Self)
Bears Endurance (Sacrifice Self)
Divine Favor (Sacrifice Self)

A leap into the room (DM JT)  d20+31=50 ; d6=1 ; d20+31=50 ; d6=6 ; d20+37=55 ; d6+4=7 ; d20+37=47 ; d6+4=5 ; d20+37=47 ; d20+37=54 ; 8d6=31 ; d20+37=48 ; d20+37=47 ; 8d6=32 ; 8d6+8=42 ; 8d6+8=34 ; d100=55 ; 2d6=2 ; d100=39 ; d100=78 ; d100=98 ; d100=13 ; d100=21 ; d100=33 ; d100=35 ; d20+8=26 ; d20+8=19 ;
Thursday January 14th, 2016 2:49:09 AM

Bats attack, but things could get worse.

Katinka rolls her now visible eyes, not realizing that attacking the wall with her Acid Dart renedered her visible again. Unfortunately, the light Restlin holds gave her away as well. Swallowed up by the swarm of bats, she steps away from the wall but finds she must go 10', not 5' to get out of the swarm.

Katinka takes 1pt damage from Bleed.

She tells Beri to have at it with his Stone Shape spell, subtlety out the window, and sends an Acid Dart into the swarm hitting and killing a bat.

Garret gasps when the bats swarm Katinka and almost swallows the stone. If he had, would Zane want it back later? He coughs it up into his hand, safely away from the clutches of his stomach.

Restlin agrees with Katinka and tells Beri to do his worse.

Beri gets ready to cast his spell but asks if anyone has a whistle to mess up the bat's 'sonar'.

DM JT: Beri turned into a bat once and found out that bats use Blindsense. Oddly enough, the creature
description does not include echolocation. Weird but true. Go figure.

Beri begins casting his Stone Shape spell and starts shaping the floor adjacent to the wall of gears. He steps up to the wall and starts shaping the stone floor. He manages to get the stone to rise, like a crude wall, but is unable to work the stone into the gears. His hands command the stone to embed itself into the gears but the stone just won't cooperate. Such fine detail work with the stone is beyond the scope of the spell.

Restlin, of course, decides to get out of the way.

DM JT: moving Restlin back 5'. :)

Sesha complains that someone should cook the bats. Had Anrete been there, he'd applauded the suggestion. But no one volunteers and Sesha isn't sure wasting a large spell on such pesky little things would be worth it.

Bosk recollects fighting swarms before and remembers certain details about swarms and what
affects them. knowing he has nothing on hand that will hurt the mass as a whole, continues concentrating
on his Detect Magic (Round 2).

DM JT: see DM posts above.

Sesha has finally had enough piddling around and gives a speech that should blush the IA members. Then she puts words into action by casting Blink and moving past the wall of gears.

The IA see Sesha pass by, blinking in and out of 'existence', seeing her then not seeing her. She times her blinking so she's in the Ethereal when passing through the wall of gears, and enters the snake-room.

Sesha is now half in and half out of the material plane. Attacks targeting her have a 50% chance to miss, but she also has a 20% chance of missing as well.

DM JT: I moved Sesha 60' into the room. Not sure which is the dark green snake but I've got coordinates up now.

Sesha's Darkvision now allows her to see the whole room and it has more Snakes as well as Serpentfolk!

The Serpentfolk move into action by casting spells of their own.

Two send forth a ghostly (each) hand into the corridor while casting a spell. The ghostly hands strike out at Restlin and Zane.

Zane: touch attack: hit AC50, Touch of Idiocy; -1 Int/wis/Cha, Save:no SR:yes
Restlin: touch attack: hit AC50, Touch of Idiocy; -6 Int/wis/Cha, Save:no SR:yes

Two move forward and cast a ray at Zane and Restlin.
Zane: range touch attack hit AC55, Ray of Enfeeblement, -7 STR, Save: Fort for half
Restlin: range touch attack hit AC47, Ray of Enfeeblement, -6 STR, Save: Fort for half

Two more move forwared and cast a stream of acid at Zane and Restlin.
Zane: range touch attack two Acid Rays hit AC47/54, 39 acid damage, Save: none.
Restlin: range touch attack two Acid Rays hit AC48/47, 40 acid damage, Save: none.

The last two send a ball down the corridor that explodes in a blast of acid.

Katinka, Restlin, Zane, Bosk, Beri, Garret:
Acid ball 1: 42 acid damage, Save: Ref for half
Acid ball 2; 34 acid damage, Save: Ref for half

On the plus side, the Bat Swarm is gone.

A Hell Hound leaps forward and breathes a cone of fire on Sesha:
50% miss chance (55 - hit), 2 fire dmg, Save: Ref for half.

Finally, the snakes leap into the air, literally, and wings spring forth. Flying, 8 encircle Sesha.

Att1: 50% miss chance = 39
Att2: 50% miss chance = 78, hit AC26
Att3: 50% miss chance = 98. hit AC19
Att4: 50% miss chance = 13
Att5: 50% miss chance = 21
Att7: 50% miss chance = 33
Att8: 50% miss chance = 35

And now the battle begins.

Map:Large Dark room with snakes Round 2

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:13/15 CMD: 33 SR: 23]  d20+18=27 ; d20+18=19 ;
Thursday January 14th, 2016 7:48:06 AM

Garret jumps and dodges in surprise as the balls of acid explode right after Sesha's speech. When he sees her disappear, he knows that she has led the charge into the next room. With a last glance behind, satisfied that no one is still sneaking up behind him, he quickly blinks out of existence as well and appears near Sesha.

OOC: Reflex save on acid ball, what's the DC? Abundant step to L10.

Bosk AC: (37/20/33) CMD: (35) hp 108/108 Spells 
Thursday January 14th, 2016 4:51:11 PM

ooc: I was asked to share this with you:

Ray of Enfeblement, Fort for half, DC17

Acid Balls, Ref for half, DC19

Hell Hound breath, Ref for half, DC14

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Thursday January 14th, 2016 5:08:56 PM

I can't push this between the gears? What the? How is that even possible? I just push! Must be magic..
Beri curses his bad luck.

ooc: where are the hands located that they could hit Beri behind the wall of gears and a wall of stone?

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+11=25 ; d20+11=22 ;
Thursday January 14th, 2016 5:27:22 PM

From my description, would the stone have gone OVER the gears at some part so we can climb over safely?

***
reflex save for half = 25,22
+1 to saves, skill checks, and attack rolls.
form of bugbear
dark vision/scent

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

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

Bosk AC: (37/20/33) CMD: (35) hp 70/108 Spells  d20+13=24 ; d20+13=29 ;
Thursday January 14th, 2016 6:52:39 PM

Ooc: Can you clarify if my nemesis insight spell this morning effects these creatures. According to the spell “The set could be a tribe, race, organization, guild, or other clearly definable group“ and I chose the dragon and all who work with or it.

Ooc2: Was Beri's bridge over the gears complete? What sort of move action and distance would it be for Bosk to get past the gears and enter the next room (10ft tall 10ft reach)?

As the acid explodes around him the Horned Cleric dodges about and slowly becomes harder and harder to see as he uses Darkwalk to slip partly into the Shadow realm, a transient mortal in the realm of the dead.

Actions
----------
Reflex 1 = 24 – success for ˝ dmg
Reflex 2 = 29 – success for ˝ dmg

Standard Action – Darkwalk (SU)

Highlight to display spoiler: {ooc: I first rolls disappeared. It was originally one made and one failed reflex roll.

Freedom of Movement, Water Breathing, Swim 120 ft from Tishe's weave elements.
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace
Enlarge person

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

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

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

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

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

Spells Available *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}

Restlin (Carl) -- AC: +14/+11/+11 CMD: +15 HP: 54/119 +14 Tmp HP (Spells) Luck Points: 6/13  d20+2=4 ; d20+17=37 ; d20+17=36 ; d20=8 ;
Thursday January 14th, 2016 9:23:56 PM

Fort save: 18 - pass
Reflex save: 37/36 - pass

79 damage total, 3 str, 6 int/wis/cha damage - Jeeebus, dude...

***

Restlin reels. That hurt. That hurt a lot. Instinctively, his hand goes to Shiny. "Make me smarter, Shiny. That spell did a number on my smarts"

Fox's cunning - +4 int

He wants to retaliate, and Wardd knows he's capable, but one more attack like that and he's a goner. He's forced to take defensive actions.

**

Free: Fox's cunning via Shiny
Standard: Cast mislead
Move: Invisible real Restlin moves to J2 (he has overland flight cast & can fly over the wall)

Fake Restlin puts his hands over his head and cowers behind the wall.

Spells in effect:

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 24 rounds

-3 str, -6 wis/cha, -2 int
AC this round is 22/19/19

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

Zane (JCC) AC 33, CMB 16, CMD 32, HP 145/166, Character  d20+15=29 ; d20+14=28 ; d20+14=17 ;
Thursday January 14th, 2016 10:05:36 PM

Fort Save 29 3 str damage, Reflex save 28 No Damage on save, Reflex save 17 full damage 34, -1 to non physical stats (Need duration on stat minus' please) 73 damage total taken

Zane dives and avoids the acid ball explosion, but gets hit with most of the rest. (Zane had the quicken rod last I knew) Using the Quicken Rod, Zane casts Haste Giving everyone within 40' gets haste (should be about everyone in the party)He then casts Shield giving himself extra protection.

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Haste 7 rounds

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+15=28 ; d20+15=35 ;
Thursday January 14th, 2016 10:21:51 PM

Tink is momentarily surprised. Did her acid spell backfire? She quickly realises that no, it wasn't her spell. The party are under attack!

With most of the party still out in the corridor, they will need some way to protect themselves.

Tink will wait until Sesha has acted and the cast a Stinking Cloud Spell!

----------------------------------------
Tink: Ref Saves vs DC19: 28 & 35 = Pass. Tink takes 38pts acid damage

Tink: Delay Action: Once Sesha has acted, cast Stinking Cloud at N9. All within 20ft to make a Fort Save vs DC20 or be Nauseated. No spell resistance. The fog also obscures all vision.
Tink: Move Action: Move to E11

----------------------------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 10.67hrs.
Mage Armor - Dur 26hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret and Bosk. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane
Tishe's Weave Elements - Dur 10.67hrs - Tink a 'Water' version, Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Water' version, Beri a 'Water' version

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Feather Fall, Grease (x2), Roses Temp, Silent Image, Unseen Servant, Mage Armor,
2 - Alter Self, Mage Armor (ext), Misdirection, Protection from Evil (Ext), Resist Energy (x2), Glitterdust
3 - Dispel Magic (x2), Haste (x2), Greater Magic Weapon x 2, Stinking Cloud
4 - Detect Scrying, Dimensional Anchor, Dispel Magic (x2), Summon Monster IV (x2)
5 - Summon Monster V (x2), Dismissal, Dimensional Anchor (Ext), Wall of Force
6 - Greater Dispel Magic, Overland Flight (Ext), Telepathic Bond (Ext), Summon Monster VI
7 - Tishe's Weave Elements (Ext), Summon Monster VII (x2)
}

A leap into the room (DM JT) 
Thursday January 14th, 2016 10:33:39 PM

DM JT answers questions:
1) Beri asked about the wall of stone he was shaping.
As you know, the wall of gears is 5' high and 20' long. I had pictured Beri scooping up stone like a potter scoops and builds up clay. Weird thing is that the spell has duration of Instantaneous, which contradicts even spending 1 round doing anything, much less shaping 140 cubic feet (max for his level) of stone. Since the spell is clear the caster has to physically manipulate the stone into what shape he wants, the 'Instantaneous' nature of the spell must mean something else and not how long it takes to fashion something. There is something else important about that spell but I'll let you guys figure it out.

Those details aside, I didn't think Beri would want a wall any taller than the wall of gears.The wall of gears itself provides partial cover for those taller than it, an extra stone wall behind that does not add anything to that. The Spectral Hands and Acid Balls ignore that Partial Cover and the Rays To Hit was high enough to beat the Partial Cover.

What I did forget was to move Beri to the wall. Only later did I realize he had to be at the wall to cast the spell. Restlin and Zane took the brunt. Arguably, Beri would probably be on his knees shaping the stone so it all works out well enough. I don't know why Beri thinks a Spectral Hand hit him, they only hit Zane and Restlin.

As far as getting it over the wall of gears, that goes back to the question of how long it takes to shape a section of stone into something. My view is only so much stone can be worked/shaped in 1 round. Figure this amount out and multiply it by the area needed to cover the wall and you have a time frame on how long it would take to shape the stone to cover the wall. Of course, to get the stone to the other side and finish the process, you have to go over the wall yourself. And all this while in combat.

The 'Instantaneous' aspect of the spell might be that the spell remains active as long as your hands remain in contact with the stone being shaped. Once you take your hands off, that's it.

2) Bosk asked if Beri's bridge over the wall was complete.

Beri's original intent was to get the stone into the gears, which, as best he tried, would not go. He has not tried to build a bridge yet. See my discussion on how long 'does' it take to shape a section of stone into something.

The wall is only 5' high. I like to think PCs can do a jump-and-tumble but there's no skill for that. An Acrobatics check to that would be appropriate (use long jump) but land prone or a high jump to land on your feet. Bosk or Zane could just grab their friends and toss them over, Acrobatics check to land standing (DC10). Long Jump DC5 (still land prone), High Jump DC20 and land standing. Failure on any of these means you hit the wall and suffer the consequences thereoff.

Looking up the Nemesis spell. Post it later.



A leap into the room (DM JT) 
Thursday January 14th, 2016 10:53:28 PM

The Nemesis Insight:
You gain an insight bonus on attacks, spell DCs, and poison DCs when attacking members of a particular set of people who are the object of your current revenge. The set could be a tribe, race, organization, guild, or other clearly definable group -- as approved by the DM. The focus of the spell is a lock of hair or drop of blood from a member of the group. etc.

1) The object was the Dragon. I'm assuming the spell components you used are Serpenfolk remains. Oddly enough, Bosk deduces that the Serpentfolk and Dragon are not part of an organization, guild, tribe, race, or other definable group, even though they seemed to have been working together. They might work together but for different goals.

Bosk AC: (37/20/33) CMD: (35) hp 70/108 Spells 
Thursday January 14th, 2016 10:56:30 PM

ooc: Thanks. Knowing that makes things a lot easier than having to give two possible atk rolls.

A leap into the room (DM JT) 
Friday January 15th, 2016 1:43:36 AM

DM JT: I started a post but decided to check on the rules board on the Stone Shape spell. That 'Instantaneous' duration bugs me but might explain a number of things about the spell.

Missing some actions and don't want to hinder anyone in the first round of combat by skipping their post, I'll post tomorrow and hopefully will have some insights on the Stone Shape spell.

The Touch of Idiocy spell lasts 10 min/ level.
Ray of Enfeeblement lasts 1 round/ level.

i'll keep track of the rounds and let you know.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:13/15 CMD: 33 SR: 23] 
Friday January 15th, 2016 7:46:02 AM

Garret looks around as he pops into existence near the snakes and Sesha...

Beri 
Friday January 15th, 2016 9:47:55 AM

Beri decides there are too many casters pointing in their direction. A slight rumbling can be heard as the ground splits open, pouring out an enormous amount of crawling insects. The swarms split into 4 groups at Beri's command, each going after one of the 4 closest serpent folk.

***

Move: None
Standard: Creeping doom at L9. One of each of the 4 swarms goes after SF2,3,6,7.

Poison save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save.
Distraction DC save is also 26

Sesha [AC 34 /21 To/25 Fl] | HP 190/93 | CMD 17]  d6=5 ; d6=5 ; d6=1 ; d6=6 ; d6=2 ; d20+7=25 ; d20+7=11 ; 5d6=16 ; 5d6=18 ; d20=7 ; d20+24=36 ; d100=90 ; d20=2 ; d100=56 ; d100=100 ;
Friday January 15th, 2016 2:58:31 PM


Joy and Myrth fall back near Restlin and those still in the hall, and each one channels healing energy to those still in range, from E10 and F10 respectively.

(Channel Enery: 18 combined to those still in the hallway hiding.)

Faith and Hope, with grim expressions, each hover to one of the Serpent men (Sf3), driving their undead bodies into his, sapping his strength and spirit.

Touch AC 25: 16 Damage Corrupting Touch, Fort Save DC 18 for half.
Touch AC 11: 18 Damage Corrupting Touch, Fort Save DC 18 for half.

Surrounded but not dismayed, Sesha takes stock of the situation. Garret is here, but that's it. Tink's intent to cast the Stinking Cloud spell is enough warning for her, but Garret will have to tough it out. She takes a good look around the room, looking for things like statues, the thrones, or other objects she might use to her advantage.

Now is not the time to be grabbing leylines, as she has to move. She moves south west, through the crowds to put her back against the wall. She casts a spell aimed to keep the swarms of creatures at bay. Trembling with effort, she unloads abjurations, one after the other. She reports each one through her link with the others.

"Anti-life Shell, Quickened Resist Energy: Acid, Spell Resistance. If you need help, call out. The Sisters will keep healing."

Whether through divine fortune or just plain luck, the leylines were very strong here, and paid the toll in magic for two of her spells. Still, she would have to be careful. While she was now pretty well protected, she was effectively also cut off from aid from anyone except her Immortal Summons. She takes a deep breath, and considers what to do next after evaluating the effects of Katinka's incoming spell.

Move: J13
Standard: Anti-Life Shell ( Ley 90, no slot expended.)
Quickened: Energy Resistance: Acid. (Ley 56 ,6th level slot expended)
Hero Point: Spell Resistance (Ley 100, no slot expended. SR 28)

Barkskin
Shield of Faith
Heroes Feast
Greater Immortal Summons (4 ghosts)
Blink
Cats Grace (Sacrifice Self)
True Seeing (Sacrifice Self)
Bears Endurance (Sacrifice Self)
Divine Favor (Sacrifice Self)
Haste
Spell Resistance (SR 28)
Anti-Life Shell
Energy Resistance: Acid

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



A leap or two into the room (DM JT) 
Saturday January 16th, 2016 6:04:00 PM

DM JT: bear with me folks. There's a lot going on and spells I'm not familiar with, plus the map!
Whew. Post almost done.

A leap or two into the room (DM JT)  4d6=12 ; 4d6=19 ; 4d6=10 ; 4d6=20 ; d20+9=17 ; d100=55 ; d20+9=14 ; d20+9=16 ; d20+10=17 ; d20+10=21 ; d20+10=22 ; d20+10=28 ; d20+10=14 ; d20+10=27 ; d20+10=16 ; d20+10=11 ; d20+6=17 ; d20+5=19 ; d20+5=21 ; d20+5=12 ; d4=3 ; d4=4 ; d4=3 ; d4=2 ; d4=2 ; d4=3 ; d4=3 ; 8d6=33 ; d20+8=26 ; d20+4=19 ; 8d6=24 ; d20+4=8 ; 8d6=23 ; 8d6=29 ; d20+8=18 ;
Saturday January 16th, 2016 10:22:01 PM

DM JT: Glad we could get the Stone Shape spell details cleared up. I technically could not go forward without a resolution.

A host of 7 foot long flying snakes surrounds Sesha. However her blinking confuses them a bit. Will she be left alone to fend all these off on her own?

Garret easily dodges the first acid blast but just barely dodges the second. Sesha's bold action spurs Garret into bravery and with one last look behind, seeing nothing, Abundantly Steps into the room to join Sesha.

Beri is at first puzzled that the stone of his crude wall that popped up did not ooze into the gears of the Wall of Gears and put an end to their menacing grinding. Further study into that spell's workings needs to be done it seems. He curses his bad luck and now wishes he had pictured a stone bridge
going over the wall instead of just pushing stone into the gear mechanisms.

As is, a solid stone wall 5' high and 20' long provides a good barrier between the IA and the grinding gears. The top of the wall also provides a safer surface to climb onto for those who wish to jump over the Wall of Gears.

DM JT: since it is only 5' high, Climb checks are only needed for those of Small size. For Med to Large size, if desired, Climbing the wall treat as Difficult terrain. From there an Acrobatics check DC10 to jump to the other side and land standing. The total Distance (from where you stand to where you land after the Jump) can't exceed a Double Move, but may include a Double Move.

The bugbear-druid then decides to send critters of his own into the fray and casts Creeping Doom, sending four swarms of biting and stinging insects after their foes.

DM JT: a swarm is 10x10.

Bosk quickly accesses the Serpentfolk he now sees to determine if they are part of or associated with Korrinne, his Nemesis Insight chosen earlier that day. Disappointed, he sees that they are not. Many times one group will agreed to work with another for a common cause but for different different reasons of their own.

Another disappointment his him when he sees that Beri's Stone Shape just made a wall and did not disable the gears. A matter made worse by two Acid Balls exploding almost in his face. His quick reflexes saw the tell-tale signs of magic about to burst next to him and he avoids taking full damage.

Wishing the wall had just been shaped into a shell over the Wall of Gears so they could just climb over, he decides to bypass it all by using his Darkwalk ability and starts to fade into the Shadow Realm.

Restlin is momentarily taken aback when three magical effects sap his strength, intelligence, and stamina(HPts) all at once. Enough smarts are left in him, though, to call upon his sword Shiny to give some of his smarts back. Now smart enough to know he can't take another round like that, he casts Mislead, imposing the illusory Restlin (I-Restlin) over his now invisible self. The R-Restlin then takes flight over the two walls and into he room (J2). His fake self then cowers behind the stone wall, hands
over his head.

DM JT: So as not be judged as Super Evil DM, I remind Restlin that he IS carrying a stone with Continual Flame given him by Zane, although invisible, the light it sheds is not. Without this light, he would not be able to see to go to J2.

Zane has mixed luck as he dodges all of one blast but none of the other. Speed is always good, so he pulls out his Quicken Rod and casts Haste on everyone he can see within 40'. Unfortunately, Restlin cannot be seen by Zane and [/b]Bosk and Sesha[/b] are disqualified as well. But the rest feel their muscles work must faster. He then casts Shield on himself.

DM JT: 'no two of which can be more than 30' apart.' Correctly if I'm wrong, if anyone is more than 30' from any other, he is excluded, right? Picking the most that are within 30' of anyone leaves Bosk, Sesha, and Restlin out.
Bosk is more than 30' from Garret, Katinka and Zane are more than 30' from Sesha, and Restlin is out of sight and invisible so can't be Targeted.
Katinka is still visible as far as I know so a viable target for the Haste.

If I'm wrong here let me know but it seems that's the way the spell works.

Sesha sends Joy and Myrth back behind the wall where she thinks Resltin hid and where Zane, Bosk, Beri, and Tink remain. Joy and Myrth start channeling healing energy to those in range (30' rad). This gets Bosk, Zane, Katinka, Beri, and Garret (barely).

She sends Faith and Hope after Sf3. The two ghosts reach out to 'touch' it and drain its energy.

She then quickly looks around. She notices a small dais and what must be a throne. Most of the room is rather bare, though. Behind the throne it looks like there is a set of doors. Then she hightails it to a wall to get something behind her back. Once there, she pulls her magic strength to cast some protective spells on her, Anti-Life Shell, Resist Energy(acid), Spell Resistance.

Blinking and surrounded by magic that keeps living creatures out, procteced against acid and highly resistant to magic as a whole, Hasted, endurance of a bear, nimble as a cat, tough as a tree, and more, she's Super-Sesha!

Katinka is momentarily surprised, thinking that perhaps her Acid Dart backfired, big time! But that was only for a brief second as so much else erupted around her. She watches as Garret vanishes only to appear near Sesha, Bosk begins to fade into the Shadow Realm, and Restlin flies into the room and around the corner. She wants to cast a spell into the room but waits to see what Shesha does.

Sesha moves out of sight, so Katinka casts Stinking Cloud into the room then moves to E11.

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

The Insect Swarms (1,2,3,4) attack four Serpentfolk.
Poison save Fortitude DC 26; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save.
Distraction DC save is also 26

Beri cannot see what is going on with his Swarms, the Stinking Cloud and building corner obscures his vision. Only Restlin and Sesha can see anything, Sf2 and Sf6 respectively. Beri will have to move next round to hope to get a swarm in view to direct it to attack any remaining targets he can see.

The Stinking Cloud is a 20' radius sphere and obscures all vision.

Creeping Doom (CDx) dmg 4d6: CD1 dmg = 12 ; CD2 dmg = 19; CD3 dmg = 10 ; CD4 dmg = 20.

DM JT: Special rolls made elsewhere.

Faith and Hope attack Sf3 before the Sinking Cloud obscures their vision:
Faith Touch AC 25: 16 Damage Corrupting Touch, Fort Save DC 18 for half.

Miss Chance % (20%) = 55, Fort DC18 = 17 , dmg = 16

Hope Touch AC 11: miss

Stinking Cloud erupts in the middle of the room covering a 20' rad sphere 20'. All those in the cloud Fort Save vs DC20 or be Nauseated. No spell resistance.

Garret needs to roll his Fort before his next turn.

Faith and Hope are not affected but can't see.

Sf3 and Sf7: 14/16 respectively - nauseated.

Snakes (in clock order starting from top left): 17;21;22;28;14;27;16;11

Hell Hound = 17 - nauseated.

Swarm 1 = 19 - nauseated; Swarm 2 = 21 - ok; Swarm 4 = 12 - nauseated.

Nauseated: Cannot attack, cast spells, concentrate on spells, take only a Single Move action per turn.

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

Serpentfolk and critters inside the Stinking Cloud try to get out.
Sf3 affected 3 rounds, Sf7 affected 4 rounds.

Hell Hound affected 3 rounds.

Flying Serpents: 1 = 2 rounds; 5 = 2 rounds; 7 = 3 rounds; 8 = 3 rounds.

All serpents leave the area.

Serpents and Serpentfolk not being affected by one thing or another:

Line of Sight is seriously hampered, for both groups.

Those that can spot a Serpentfolk notice they are kind of blurry.

Sf2 casts a spell and vanishes.
Sf6 steps out of the swarm and casts a spell. Looks like an Acid ball as acid explodes at M13.
Swarm 3 and 4, Garret, Sesha and Flying Snake 12:
Ref DC19 for half: dmg 41
SR check = 26


Flying Snake 12 Ref = 19, dmg = 20

Sf1 notices light radiating from a spot along the back wall. That's all it needs to see to send an Acid Ball at the wall. It explodes catching Restlin and Flying Snake 9 in an acid blast.

Restlin and Flying Snake 9:
Ref DC19 for half: dmg 32


Flying Snake 9 Ref = 8, dmg = 20

Sf4 and Sf8, although not seen by anyone, concentrate Acid Balls on Swarm 3 and 4. The blasts are targeted high enough to affect them but the radius does not reach anyone else.

Swarm 3 and 4:
Ref DC19 for half: dmg 31 and 37


These swarms have 60hps.

Flying Snake 9 takes off towards the entrance and encounters Zane.
Zane gets an AoO.
Flying Snake 9 Att = 18

Flying Snake 10 flies over towards Restlin, guided by the light glow, but can't find a target.
Flying Snakes 11 and 12 try to reach Sesha but are hedged out by the Anti-Life shell.

Map: Large Dark Room with Snakes Round 3

DM JT: I'm bound to have forgotten something. Hopefully it's not serious. :}

Zane (JCC) AC 33, CMB 16, CMD 32, HP 145/166, Character  d20+16=24 ; 2d8+5=20 ; d20+14=19 ; d20+14=19 ; d20+9=28 ; d20+9=12 ; 2d8+5=12 ; 2d8+5=17 ; 2d8+5=12 ;
Sunday January 17th, 2016 6:00:15 PM

AoO 24 Damage 20

With a flying snake right next to him Zane unleashes a flurry on it.

Flurry 1 19 Damage 12
Flurry 2 19 Damage 17
Flurry 3 28 (crit check 12) Damage 12

Beri 
Sunday January 17th, 2016 8:54:12 PM

Beri sends swarm 3 after SF6. and the rest eastward. "Looks pretty full in there. Let's add to it..."

He begins summoning..something.


Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 54/119 +14 Tmp HP (Spells) Luck Points: 6/13  d20=6 ;
Sunday January 17th, 2016 9:07:25 PM

Restlin looks down at the glowing stone in his hand & decides he's the Wold's dumbest genius. He tosses the glowing stone to the edge of his vision (R2) & immediately takes off, flying to P5.

Spells in effect:

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 23 rounds
Mislead - 10 rounds

-3 str, -6 wis/cha, -2 int
AC this round is 21/18/17

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

A leap or two into the room (DM JT) 
Sunday January 17th, 2016 9:30:21 PM

Sf1 notices light radiating from a spot along the back wall. That's all it needs to see to send an Acid Ball at the wall. It explodes catching Restlin and Flying Snake 9 in an acid blast.

Restlin and Flying Snake 9:
Ref DC19 for half: dmg 32


Need that roll from Restlin.

I'll roll the Swarm saves but I'm not sure I'll get their bonuses right. Best Beri does it.
And I Beri does not have Line of Sight to Sf6, he's got 5' of wall and a globe of noxious gasses to see through. Does Beri climb the stone wall and jump past the Wall of Gears and into the room?

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 92/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Monday January 18th, 2016 12:52:34 AM

Tink is somewhat pleased when he hears the different coughing noises from inside the room.

She then also begins summoning 'something' (Cast Summon Monster VII)
----------------------------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 10.67hrs.
Mage Armor - Dur 26hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret and Bosk. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane
Tishe's Weave Elements - Dur 10.67hrs - Tink a 'Water' version, Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Water' version, Beri a 'Water' version

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Feather Fall, Grease (x2), Roses Temp, Silent Image, Unseen Servant, Mage Armor,
2 - Alter Self, Mage Armor (ext), Misdirection, Protection from Evil (Ext), Resist Energy (x2), Glitterdust
3 - Dispel Magic (x2), Haste (x2), Greater Magic Weapon x 2, Stinking Cloud
4 - Detect Scrying, Dimensional Anchor, Dispel Magic (x2), Summon Monster IV (x2)
5 - Summon Monster V (x2), Dismissal, Dimensional Anchor (Ext), Wall of Force
6 - Greater Dispel Magic, Overland Flight (Ext), Telepathic Bond (Ext), Summon Monster VI
7 - Tishe's Weave Elements (Ext), Summon Monster VII, Summon Monster VII
}

A leap or two into the room (DM JT) 
Monday January 18th, 2016 11:52:30 AM

DM JT: quick note on the map. There's a lot there. The back portion is in darkness, most of the middle portion is in Dim Light from the Continual Flame stones, and most of the front portions is in Normal light.

Of course, those with Darkvision that won't matter.

And a 20' rad section smack in the middle completely obscures any Line of Sight through it at ground level.

The room is 20' high and the top of the fog dome is only 10' (half of the 20' rad of the spell).

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d6=1 ; d20=13 ; d20=2 ; d6=6 ; d6=1 ; d6=4 ; d6=6 ; d6=6 ; d6=1 ; d6=1 ; d6=5 ; d6=5 ; d6=3 ; d6=1 ; d6=3 ; d20+24=34 ; d100=20 ; d100=59 ; d4=2 ; d8=1 ; d8=7 ; d8=2 ; d8=2 ;
Monday January 18th, 2016 5:02:15 PM


Sesha's dark skin tingles with energy as the ball of acid explodes around her. She's thankful for the resistance magic, even if it's cut her off from the others. The worst part though, is feeling Restlins pain through the link and not being able to help him right now.

She shouts to her ghostly friends to help him. "Fly a little north and channel! Don't reveal him, you aren't far away!"

They fly a little north and channel, catching Restlin and the swarms with their pulse. (12 and 10, for 22 hp) Joy and Myrth channel again from the hall, pulsing healing magic to those still in range. (10 and 6, for 16 hp)

Sesha casts another quick succession of spells.

First, she summons a ghostly hand, making sure she can affect friends in the room with spells of healing and aid. She doesn't even acknowledge the pain, and the life force is taken from that which she has borrowed from others. Second, she sends the spectral hand to Restlin, via the telepathic bond, to deliver a Cure Serious Wounds spell.

Move: Bend leyline
Standard: Cast Spectral Hand
Swift: Quickened Cure Serious Wounds, sacrificing Regenerate. Heals Restlin for 11+13=24 x1.5 = 36 hp.



Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:13/15 CMD: 33 SR: 23]  d20+16=26 ; d20+18=33 ; d20+22=28 ; 2d8+3=8 ; 2d8=7 ;
Monday January 18th, 2016 5:22:17 PM

Garret blinks as the massive cloud appears on him, but when he gets a breath of it he thinks, "I've smelled worse." (Fort save: 26). As he starts to step back, he senses the acid ball and quickly ducks underneath it, avoiding it entirely (Reflex save: 33). Just before the cloud appeared, he had seen Sesha moving out of the way. He quickly moves in her direction to get out of the cloud himself. After he steps out, he spots the movement in the shadows in the corner of the room. He takes off in a flash, charging the creature.

OOC:
If possible, 5' step towards Sesha out of the cloud, then a charge attack on #12: Hit AC 29, Damage: 15

A leap or two into the room (DM JT) 
Monday January 18th, 2016 9:19:51 PM

And a 20' rad section smack in the middle completely obscures any Line of Sight through it at ground level.

The room is 20' high and the top of the fog dome is only 10' (half of the 20' rad of the spell).


Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Monday January 18th, 2016 11:03:04 PM

Beri decides with the height of the room that an earth elemental is the way to go and starts to summon.

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Monday January 18th, 2016 11:11:51 PM

Bosk watches as Zane's spell fails to include him and quickly goes through his spell list. With nothing that will help at this distance he shrugs and charges into the melee.

Double move to J,K/3,4

A leap or two into the room (DM JT) 
Monday January 18th, 2016 11:20:29 PM

Bosk asks:
Can you explain what you meant by And a 20' rad section smack in the middle completely obscures any Line of Sight through it at ground level? Also, since I can move through friendly squares, is there any reason I cannot walk through Zane to get into the next area?

DM JT: this refers to the Stinking Cloud. At ground level it covers a 20' area and the noxious fog cloud obscures any Line of Sight through it. Since the cloud is a sphere, and the DM assumes the Caster wishes the max effect, the 'bottom' half of the sphere is 'below ground', so to speak, leaving the center portion, max radius effect, at ground level.

There's no reason Bosk cannot walk through Zane. Also, isn't Bosk Shadow Walking? Should be no problem to move into the other room while Shadow Walking and bypass the walls.
Can the Channeled Healing affect someone Shadow Walking?

DM is curious.

A leap or two into the room (DM JT) 
Monday January 18th, 2016 11:45:30 PM

DM JT: at this point, I don't see Bosks DC10 roll to perform his Darkwalk, therefore he did not do it and is not partially in the Shadow Realm but fully in the Real Realm.

Zane (JCC) AC 33, CMB 16, CMD 32, HP 145/166, Character 
Tuesday January 19th, 2016 12:37:26 AM

Zane watches as his fists move in super slow motion, watching to see if they hit his target.....

A leap or two or three into the room (DM JT)  4d4+4=18 ; 4d4+4=9 ; 4d4+4=12 ; d20+8=16 ; d20+8=22 ; d20+8=10 ; d20+29=44 ; 2d10+12=15 ;
Tuesday January 19th, 2016 2:13:34 AM

Darkness, shadow, light, with a noxious cloud smack in the middle. The IA have their hands full while dodging blasts of acid.

Flying Snake 9 reaches Zane only to be sliced into parts. A 7' long snake now lies in segments at his feet.

Beri begins casting another summoning spell to add to the crowded conditions in the room.

Reslin sees the glow of light around him, which also allows him to see the small magical ball head towards him. He ducts just in time to avoid much of the acid blast. He tosses the glowing stone at a point at the edge of his vision, then flies to P5.

Katinka also prefers to have something else fight for her and starts summoning something too.

Sesha is glad for her protections but is sad for Restlin's pain. She tells her ghostly friends to fly a little north and channel some healing to Restlin. She also asks Joy and Mirth to continue their own channeling. For her part she calls a spectral hand to send to Restlin but she can't see him to touch him and heal him. The Spectral Hand remains next to her, healing ready when she can finally see him.

DM JT: the fog cloud obscures all vision. Although she can communicate with Restlin through the link, she must see him to touch him with the Spectral Hand.

Faith and Hope try to comply with Seshas' ambiguous command to 'fly norht a little ways'. Since they can't see how far a 'little' ways is, Faith ends up at N4 and Hope ends up at O6, still in the noxious cloud.

Restlin and Swarms 1 and 2 get healed gets healed 22hps

Joy and Mirth heal everyone in the hall 16hp. This heals Katinka's Bleed condition from the bats.

Garret glimpses Sesha moving towards the SW corner before the noxious cloud obscures his vision. He decides to head that way to and takes a short step but hits an barrier or energy he's never encountered before and remains where he was.

DM JT: Garret takes a 5' stop into the Anti-Life zone around Sesha and is stopped. You can't take a 5' step and another type of movement in the same round. Garret tried his 5' step and failed.

Garret remains in the noxious cloud and must make another Fort save vs DC20 or be Nauseated. No spell resistance.

Bosk, not feeling the Haste effects, decides to just barrel into the room and rushes past Zane. He ends up at J,K/3,4 with his back to the wall, and looks around. Finally he has something to attack.

-----------------------------------------------------------------------------------
Hissing sounds that may or may not be spells being cast by one or another Serpentfolk seem to come from all over the room. No specific location can be pinpointed, however those in Line of Sight are obviously making the somatic movements when necessary.

Not nauseated Foes:
Sf1 casts a spell and vanishes.

Sf3, who had been nauseated, suddenly feels much better and able to act normally. It casts a spell sending magical energy missiles at Faith. Then moves a bit further away.

Magic Missile dmg to Faith = 18

Sf4, seeing only 1 target, Faith, does the same.
Magic Missile dmg to Faith = 9

Sf7, who had been nauseated, suddenly feels much better and able to act normally. It casts a spell, then moves.

Sf6 tries something different. It casts a spell directed at the swarm closest to it.
Sesha Spellcraft DC18: Highlight to display spoiler: {Dispel Magic}

Suddenly, as quick as the swarms entered the Material world, they vanished.

Sf8 takes the command to target Faith too and moves into position, then lets loose with its magic missiles.
Magic Missile dmg to Faith = 12

Faith has taken 39 force damage.

Flyin Snakes 2, 3, and 10 converge on Bosk. Bosk gets an AoO on 2 and/or 3, 10 took a 5' step.
Sn10 Att +8 = 16
Sn2 Att +8 = 22
Sn3 Att +8 = 10

Flying Snakes 6, 11, and 12 try to get to Sesha but are impeded by the Anti-Life Shell.

The nauseated Flying Snakes and the nauseated Hell Hound just move about a little bit.

To the surprise of all, that Wall of Gears suddenly springs into action and forms itself into a Large humanoid of metal. All those gears are now part of a two legged, two armed monstrosity!

It reaches over the small stone wall and grabs at Beri.
CMB for grapple vs CMD 19 = 44.

Beri is now Grappled. See Grappled Condition and Spell Casting effects.
Spell casting while grappled Concentration check DC = 10 + 29 + spell level.

The grinding gears tear into the bugbear flesh as it is pressed up against that metal body.
Grinding Gears dmg = 15.
Dmg while casting a spell requires Concentration check DC = 10 + 15 + spell level.

Map: Large Dark room with snakes, and other stuff.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d4+1=5 ;
Tuesday January 19th, 2016 5:04:47 AM

Tink completes her summoning spell and summons: a small army of large earth elementals! (1d4+1=5!)

"Ok, this is the situation. My friends are in there and are getting hurt. Bad. There are flying snakes and some lizard type people in there. Wipe them out! The enemy are on the other side of the room. Burrow underground and attack them. If you can't find anyone to attack, surface and I'll point out another target for you" she relays in fluent Terran.

The elementals sink into the stone and then make their way into the room.

Tink smiles. It's going to get very busy in there in a moment.

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

Channeled healing received over the past 2 rnds: 18 + 16. Tink is back to full health and is no longer bleeding.

Tink's earth elementals will burrow/earthglide to around the L/M line on the map. All 5 underground in a row
EE1 - Appeared at D7/E8. Moved 40ft to L7/M8 just under the surface.
EE2 - Appeared at D9/E10. Moved 40ft to L9/M10 just under the surface.
EE3 - Appeared at D11/E12. Moved 40ft to L11/M12 just under the surface.
EE4 - Appeared at D13/E14. Moved 40ft to L13/M14 just under the surface.
EE5 - Appeared at D15/E16. Moved 40ft to L15/M16 just under the surface.

Large Earth Elementals

All EE's have 60ft tremorsense, so can pinpoint anything touching the ground up to Column Y on the map. Given their orders, they will be targetting the foes on the opposite side of the map that are touching the ground (so no flying snakes).


Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:13/15 CMD: 33 SR: 23]  d20+16=27 ; d20+21=23 ; 2d8+3=15 ; 2d8=10 ;
Tuesday January 19th, 2016 10:23:46 AM

Garret bumps into the strange force and is confused. He gets another breath of the stink, but it does not appear to bother him (Fort save: 27). Figuring he is better off with his friends than away from them, he moves in the opposite direction to get out of the fog (heading NW to around J8). He hears the sound of the movement of gears, but he is still surprised when he steps out of the fog and see the metallic monster. He pauses only a moment, then figures he should try what he does best: a well-placed kick into some of the gears, hoping to do some sort of damage (or at least determine that he can't damage it).

OOC:
Hit AC 23, Dam: 25

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 60/119 +14 Tmp HP (Spells) Luck Points: 10/13  d20+16=24 ; d20+16=22 ; d20+16=32 ; d100=38 ; d100=79 ; d100=30 ; d20=5
Tuesday January 19th, 2016 11:42:37 AM

Restlin feels the healing energy flowing over him from Sesha's friends. "Thanks, babe. Now it's my turn..."

Feeling pretty good about his lack of visibility, he goes in the offensive. He pulls his maximize rod from this awesome quiver Bosk made him, points it at one of the serpent folk, and lets loose three flaming rays.

He then gets outta dodge before they throw anymore acid at him.

***

Standard: Maximized scorching ray - Hit touch AC 24,22,32 (concelement checks for dim light: 38,79,30 - all pass) - 72 total damage to SF3 (50' away - just at the edge of the spell's range, but within it).

This drops the mislead spell. The cowering Restlin will remain for three rounds. The greater invisibility lasts the full duration regardless of concentration.

Move: Fly to S9

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 22 rounds
Mislead (Greater invisibility) - 9 rounds

-3 str, -6 wis/cha, -2 int
AC this round is 20/17/16 (Sheesh)

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

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+18=20 ; d20+18=36 ; 2d8+8=11 ; 2d8+8=16 ; d20+4=24 ;
Tuesday January 19th, 2016 2:51:14 PM

Out of the corner of Bosk's eye he sees the wall of gears come alive and curses that his Death Watch spell did not detect the abomination! Gargul's Eye, such a mockery of life standing before me and I did recognize it for what it is. The cleric swings his sword at the snakes hoping to finish them off quickly so he can make his god proud.

Actions:
-----------------
Knowledge Arcana Check to identity clockwork golem and strenghts/weaknesses = 24 nat 20!
AoO 1 on Snake 3 Hit AC 20 for 11 dmg
AoO 2 on Snake 3 Hit AC 36 for 16 dmg

(more to come)

Highlight to display spoiler: {

Freedom of Movement, Water Breathing, from Tishe's weave elements.
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

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

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

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

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

Spells Available *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+18=25 ;
Tuesday January 19th, 2016 7:01:29 PM

Thank you Tink for that amazing cloak spell!
Beri isn't even phased as the grapple fails due to Tishe's weave element spell from Tink
(sorry, forgot to add that since I was out of town and Bosk covered for me, but it was on Tinks list of current spells as being on me)
Beri finishes casting his spell and summons the elemental and casts charm animal on the yellow serpent at k16

***
The swarms continue their assault
***
the earth elemental spawns at J6
See this thing trying to grab me... can you return the favor and try to grapple him?
cmb=25
***

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

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

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

Zane (JCC) AC 34, CMB 16, CMD 32, HP 145/166, Character  d20+14=21 ; d20+14=28 ; d20+9=23 ; d20+14=28 ; 2d8+5=15 ; 2d8+5=12 ; 2d8+5=15 ; 2d8+5=15 ; 2d6=9 ; 2d6=9 ; d3=3 ; 2d6=7 ; 2d6=6 ;
Tuesday January 19th, 2016 7:14:35 PM

Zane seeing the gears attack, Unleashes a flurry of blows upon it.
Flurry 1 21 Damage 15 Holy Damage 9
Flurry 2 28 Damage 12 Holy Damage 9
Flurry 3 23 Damage 15 Holy Damage 7
Haste 1 28 Damage 15 Holy Damage 6

"Get the rest, I'll take this thing."

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Haste 5 rounds

(remember Haste those who have it)

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+16=29 ; 2d8+8=19 ; d20+13=18 ; d20+5=7 ; d6=5 ; d8+5=12 ; d20+12=18 ; d8+5=9 ; d20+11=13 ; 2d8+8=14 ; d20+8=11 ; d8+5=8 ;
Tuesday January 19th, 2016 9:02:20 PM

ooc: In my first post the first AoO was for snake # 2

Bosk sees that Zane has the Golem under control for now and turns his attention to the snakes. Starting with snake two he makes a full attack. If it dies he moves onto snake 3. If that dies he will move onto snake 10.

Main Atk 1 with B.Sword and Embryone's tear (flaming) hit AC 29 for 19dmg + 5 fire dmg for 24dmg total
Off Hand Atk 1 with Armor Spike hit AC 18 for 12 dmg
Nat Horn atk Hit AC 18 for 9dmg
Main hand atk 2 with bastard sword hit AC 13 for 14 dmg
Off had atk 2 with B.Sword hit AC 11 for 8 dmg

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

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+24=30 ; d20+24=42 ; d100=60 ; d8+3=9 ; d8+3=4 ; d8+3=4 ; d8+3=7 ; d8+3=6 ;
Tuesday January 19th, 2016 11:27:33 PM

( Dear DM, please remember that Restlin, Katinka, Sesha all either have True Seeing or See Invis. Also, roger on the not healing)

Faith is helpless against all the force damage, and shoots Sesha an apologetic look before the missiles crash into her and send her back to rest with Serenbeth. As always, Sesha feels a pang of guilt, but has to put it aside for now. Beri could be in trouble.

"Girls, help Beri! Wait for the Golem to run it's attack sequence then heal him!"

Ghosts delay until Beri takes damage and convert Obscuring Mist to Cure Light Wounds. (They heal for 9, 7 and 6.)

Sesha notices three snakemen grouping together and takes advantage, as best she can, of their grouping. She chants briefly, and tendril of enchantment magic settle near the dark area behind the throne, threatening to leave the snake men, a snake, and the hell hound in a stupor of confusion.

Move: Bend Leylines
Standard: Confusion, at Y9

Will Save: DC 22 or be confused.

Barkskin
Shield of Faith
Heroes Feast
Greater Immortal Summons (4 ghosts)
Blink
Cats Grace (Sacrifice Self)
True Seeing (Sacrifice Self)
Bears Endurance (Sacrifice Self)
Divine Favor (Sacrifice Self)
Haste
Spell Resistance (SR 28)
Anti-Life Shell
Energy Resistance: Acid

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



A leap or two or three into the room (DM JT) 
Wednesday January 20th, 2016 1:36:06 AM

DM JT: No post tonight. There's so much going on and I had promised my wife i'd not stay up to 1am again like last night to get one in.

:{

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:13/15 CMD: 33 SR: 23] 
Wednesday January 20th, 2016 8:46:13 AM

Garret stares, almost mesmerized, at the spinning and whirring gears in front of him...

Zane (JCC) AC 34, CMB 16, CMD 32, HP 145/166, Character 
Wednesday January 20th, 2016 2:08:49 PM

Zane inspects the damage he's done to the wall or golem, which ever is is.....

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Wednesday January 20th, 2016 4:26:25 PM

Bosk continues swinging at the snakes, remembering his initiation training where he was bitten over and over by snakes spiders and scorpions. He remembers the poison coursing through his veins. A trial that made him stronger than ever.

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: 60/119 +14 Tmp HP (Spells) Luck Points: 10/13 
Wednesday January 20th, 2016 4:56:11 PM

Restlin blows some smoke from the tip of his rod, pausing a moment to see how badly he hurt that stupid lizard.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Wednesday January 20th, 2016 7:28:24 PM

Beri watches as the elemental tries to grapple the monster that just tried to grapple him.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 -- Perm Arcane Sight, Darkvision, See Invisibili 
Wednesday January 20th, 2016 7:34:26 PM

Tink peeks around the corner to see how the fight is going

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17] 
Wednesday January 20th, 2016 11:11:11 PM


Sesha waits, poised on the balls of feet, her non-patched eye darting between the various snake-men, waiting to see which fell for the confusion spell, and pondering how to counter their next move...

Things get a wee bit crowded. (DM JT)  2d10+8=19 ; d100=1 ; 8d6+8=39 ; 8d6+8=37 ; 8d6+8=42 ; 8d6+8=32 ; 8d6+8=24 ; d20+8=21 ; d20+8=10 ; d20+23=40 ; d20+23=29 ; 2d10+8=21 ;
Thursday January 21st, 2016 1:47:39 AM

You can say THAT again!

Katinka completes her summoning spell and a horde of earth elementals pop into the room.

She briefly gives them the rundown of the situation and sends them into the snakefolk room. She’s behind the wall and can’t see the whole room but describes it as much as she saw earlier and gives directions.

The 5 Large Earth Elementals nod and sink into the ground.

Earthglide 20' move.

Garret bumps into a strange force field that knocks him back into the Stinking Cloud but manages to evade the noxious effects once again. He heads the other way to get out of the fog and immediately finds himself next to a metal humanoid made of grinding gears. Never to let a good opportunity to kick something pass him by, he kicks at the metal humanoid but misses.

Restlin thanks the ghosts for their healing. Confident on his Improved Invisibility, he sends three scorching rays using his Maximized rod at Sf3.
Restlin notices that the Snakeforlk seem a bit blurry but his rays manage to hit it despite this.
Sf3 succumbs to the fire.

He then quickly moves to S9, knowing that that spot now is hot.

Bosk curses his reliance on his Deathwatch spell to detect such things when the Wall of Gears becomes a Humanoid of Gears. He pulls forth his knowledge or such things that can transform themselves from one form into another. Knowledge Arcana roll N20.

He realizes that it is a Clockwork Golem. He remembers that they have very few weaknesses.
See the Pathfinder Bestiary 2.

While he ponders the nature of the Humanoid of Gears, he swipes at the flying snakes as they come into his reach hitting both.

Now surrounded, he goes into full attack.

Between his AoO and his main attack and horn attack, Snake 2 falls dead and Snake 3 is seriously wounded.

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

Beri laughs as he mentally thanks Tink for the magical vestment she gave him earlier that morning. Tishe’s Water Cloak gives him the equivalent of Freedom of Movement and the Gear Monstrosity’s attempt to grapple him fails completely.

Beri easily finishes his summoning spell bringing forth a 6th Earth Elemental at J6.

DM JT: what size? You didn't specify.

He tells it to grapple the Gear Monstrosity, then he casts a Charm Animal spell at Flying Serpent K2.

DM JT: Beri cannot see K16. Look, he's 10' inside the corridor.

The snake seems unaffected by the attempt to charm it.

He looks for the Creeping Doom swarms but sees none.

The S/L/H/G Earth Elemental tries to grapple the Metal Gears Monstrosity but fails to gain a hold. It does not have Improved Grapple and thus takes a whallop.
Dmg = 19

DM JT: directing a Swarm takes a Standard Action. Beri used his already, but he does not see any of the swams.

Zane steps forward and using his Haste, lets loose with a flurry of hands and hoofs.
Only two hit and even those that do hit do very little damage. Those mighty fists aren't much against solid metal.

Sesha

Sesha: Highlight to display spoiler: {I can't see anywhere that Restlin has any means to see Invisible creatures. Neither on his PC sheet or on any posts. I'm keeping in mind that Sesha and Katinka can, however Sesha's view is very limited due to the huge glob of stinking cloud in the middle of the room.}

She hears Faith cry out as she is sent back to Serenbeth (she cannot see what happened to Faith due to the Stinking Cloud) and feels a pang of guilt. Putting it aside, she concentrates on the battle.

Figuring that the Gear Monstrosity will attempt to pummel Beri or Zane, she calls out to Hope, Myrth, and Joy to stand ready to heal Zane or Beri, whichever one gets clobbered. Hope finds her way back into the hallway.
Ghosts: held healing action, heal for 9,7,6

Noticing a grouping of Snakefolk in the corner, she casts Confusion centered at Y9.
She is dismayed when only the Hell Hound is affected.

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

Sf1 reappears as it casts a spell and sends a Spectral hand to touch Bosk and misses due to him being partially in Shadow.
Miss chance 20% = 1

He then picks up the glowing stone next to him and cups it in his hand stifling most of the light.

Restlin hears and sees the Snakefolk near him his and speak and/or cast spells. They look towards or past him and it is clear they know pretty much about where he is.

Unable to target him specifically, they let loose with the next best thing. Acid Balls.
Four Acid Balls burst around him:
Acid Ball 1: dmg = 39
Acid Ball 2: dmg = 37
Acid Ball 3: dmg = 42
Acid Ball 4: dmg = 32

Acid Balls, Ref for half, DC19

Sf2 becomes visible again and sends an Acid Ball right at Zane.
Acid Ball 1: dmg = 24

Zane, Beri, Beri's Earth Elemental, and Garret Ref for half, DC19.

Flyin Snakes 3 and 10 converge on Bosk.
Sn10 Att +8 = 21
Sn3 Att +8 = 10

Flying Snakes 6, 11, and 12 try to get to Sesha but are impeded by the Anti-Life Shell.

The rest of the snakes and Hell hound just flounder around.

The Clockwork Golem sees Zane as his target now and swings two metal fists at him.
Att 1 = 40, dmg = 21
Att 2 = 29, miss

Map: Very Crouded stinky room

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: -15/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20+18=36 ; d3=2 ; d20+18=30 ; d20+18=35 ; d20+18=29 ;
Thursday January 21st, 2016 6:15:21 AM

Restlin briefly wishes he still had that robe he gave the swamp witches. All this acid is going to make for an ugly, ugly corpse...

***

Even with all the saves, I'm at -15, just enough to kill me outright.

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:139/124 Ki:13/15 CMD: 33 SR: 23]  d20+19=30 ; d20+21=31 ; d20+21=35 ; d20+16=20 ; d20+16=22 ; d20+11=30 ; d20+21=34 ; 4d8+4=21 ; 2d8+4=10 ; 2d8+4=12 ; 2d8+4=9 ; 2d8+4=11 ; 2d8+4=10 ;
Thursday January 21st, 2016 9:53:51 AM

Garret glances around the area. He sees Sesha standing around in her invisible circle that he cannot penetrate, looking rather safe and smug. He sees the fog cloud in the darkness on another side of him. The massive machinery thing sits next to him and the wall, and he can see Bosk making quick work of snakes in another direction. Most things seem to be well in hand when the acid ball appears, but he just leans to side and watches it as it explodes right in front of him, but does not touch him (save: 30). Not seeing any other way to assist, he decides to attempt to damage the massive metal monster, knowing that punching a piece of metal just can’t be a good idea…

OOC:

Hit AC/Damage: 31/21; 35/10 20/12 22/9 30/11 34/10
Or, if golem is std, AC26, DR 10/adamantine: Total 4 hits for 12 damage. Stupid DR.


Zane (JCC) AC 33 (34), CMB 16, CMD 32, HP 145/166, Character  d20+15=30 ; d20+16=28 ; 3d8+8=24 ; 2d6=7 ;
Thursday January 21st, 2016 11:38:41 AM

Zane did not step forward, he has reach, of if the wall does not it missed him.

Zane makes his reflex save and avoids the damage from the acid ball.
He also casts Enlarge Person on himself and takes a further 5 foot step back. Then takes a swing at the golem.

Attack 28 Damage 24 7 holy damage

In Effect:
Heroes Feast
Mage Armor
Shield
Water Vest (weave Elements)
Haste 4 rounds
Enlarge Person 70 rounds

(remember Haste those who have it)

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17]  d20+11=31 ; d100=26 ; d8=3 ; d8=5 ; d8=4 ; d8=6 ; d8=6 ; d100=92 ; d8+3=10 ; d8+3=4 ; d8+3=5 ; d8+3=6 ;
Thursday January 21st, 2016 1:19:08 PM


Feeling Restlins pain through the telepathic bond was disconcerting. She had once before suffered through watching Restlin bounce between life and death, and that was long before she began to come to grips with her feelings for the young man. When he faded from it's presence completely, she galvanized herself to making sure he didn't stay dead.

Nothing is going right. Garret is struggling and can't see to hit anything. Zane's attacks are bouncing off of the wall-golem. She can't see Bosk or Katinka, and the Snake Mages appear to be immune to enchantments, or at the very least compulsions, which makes her best magic pretty useless here.

Floating up and over Garret. Sesha moves quickly, through the fog cloud towards Restlins last known location. She isn't immune to the fog, it's a conjured, real effect, but she manages to suppress it's effects easily enough. She floats down near Restlin, landing lightly on one foot, then putting down the other. looking down at him with a frown. The fact he was dead, for now, meant her Anti-Life shell wouldn't dissipate.

She kneels by her fallen man, and with a whispers, breathes life with a promise of sad, fleeting love across his cheek. As he comes to, she wishes somewhat vainly that she was not currently so disfigured that her face was almost completely hidden.

"Not yet, Restlin..."

She quickly mutters the words necessary to ward him from acid spells.

".. you aren't allowed to leave me before I can say goodbye. There's a potion in my bag if you need it. You're inside my Anti-Life Shell. If you leave it, you can't come back in." (ooc: 3 doses of heal, at 11th level)

Sesha looks for her remaining ghosts, then remembers they are with Zane. She figures their final orders were fine for now.

(Zane, remember to heal back 22 damage from the Ghosts healing.)

Pot-Pot will activate Magic Circle Against Evil.

Move: Double move to Restlin, keeping the ALS intact. (R8)
Standard: As above.
Hero: Breath of Life. Ley check: Success @ 26 Heals: 37 x 1.5 = 56 hp restored.
Swift: Quickened Resist Energy: Acid. Ley check: Success @ 92. No slot expended.
Fort Save vs Cloud: 31

Ghost Sisters convert Align Weapon: Good to Cure Light Wounds. Heal 21 Hp, delayed until he takes damage, if he does.

Barkskin -Long time
Shield of Faith - Long time
Heroes Feast -Long Time
Greater Immortal Summons (4 ghosts) - Long Time
Blink - 10 rounds left
Cats Grace (Sacrifice Self)
True Seeing (Sacrifice Self)
Bears Endurance (Sacrifice Self)
Divine Favor (Sacrifice Self)
Haste - 7 rounds left ( I think. I dunno Zanes CL)
Spell Resistance (SR 28) - Long Time
Anti-Life Shell - Long time
Energy Resistance: Acid - Long time

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

Restlin (Carl) -- AC: +15/+12/+11 CMD: +15 HP: -15/119 +14 Tmp HP (Spells) Luck Points: 13/13  d20=5 ;
Thursday January 21st, 2016 4:02:18 PM

One eye flutters open. The other one shoots open when he remembers where he is. He looks up to see Sesha standing over him. "One of these days, you're going to get tired of saving me. I'll thank you properly when we're out of this mess," he says as he stands up.

He takes the offered potion, sips a single dose out of it, and turns around. Quickly, his slightly befuddled, but still powerful mind takes stock of the situation. He was in an antilife shell that would do nothing against the hellhound that was still out there. Those snake dudes may well be outsiders too.

He also knows something the rest of the party probably doesn't yet.

He communicates with Sesha over the link."Sesha, dear, I need to see what's in that dark corner. If you can help, I bet I can make things much better for us pretty quickly. Also, mind letting me borrow that rod real quick?"

***

Move: Stand from prone
Standard: drink heal potion

Mage armor - long enough
Overland flight - long enough
Fox's cunning - 21 rounds
Energy Resistance: Acid - Long time

-3 str, -6 wis/cha, -2 int
AC this round is 20/17/16 (Again? Sheesh^2)

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

Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells  d20+16=27 ; 2d8+8=14 ; d20+13=16 ; d6=2 ; d8+5=11 ; d20+12=21 ; d8+5=10 ; d20+11=12 ; 2d8+8=11 ; d20+8=11 ; d8+5=9 ; d20+18=32 ; d20+18=21 ; d20+18=34 ; d20+18=31 ; 2d8+8=18 ; 2d8+8=22 ; 2d8+8=18 ; 2d8+8=18 ;
Thursday January 21st, 2016 7:27:26 PM


Actions
-----------------------
Full atk snake 3 until dead then snake 10 until dead.

Main Atk 1 with B.Sword and Embryone's tear (flaming) hit AC 27 for 14dmg + 2 fire dmg for 16dmg total
Off Hand Atk 1 with Armor Spike hit AC 16 for 11 dmg
Nat Horn atk Hit AC 21 for 10dmg
Main hand atk 2 with bastard sword hit AC 12 for 11 dmg
Off had atk 2 with B.Sword hit AC 11 for 9 dmg

If needed
AoO 1 Hit AC 32 for 18 dmg
AoO 2 Hit AC 21 for 22 dmg
AoO 3 Hit AC 34 for 18 dmg
AoO 4 Hit AC 31 for 18 dmg

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

Highlight to display spoiler: {

Freedom of Movement, Water Breathing, from Tishe's weave elements.
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

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

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

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

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

Spells Available *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 120/120 -- Perm Arcane Sight, Darkvision, See Invisibili  d20+12=13 ;
Thursday January 21st, 2016 8:16:21 PM


The earth elementals were commanded to attack the foes on the other side of the room, and since that was the last order they were given, that is the order they will follow. None are able to attack this round.

Tink takes a few steps north, and fires an acid dart at the golem

"Just a few more seconds guys! Reinforcements are on the way!"

In all her excitement, however, her acid dart misses it's mark

--------------------------------------------------
EE1 double moves from L7/M8 to O1/P2
EE2 runs from L9/M10 to X9/Y10
EE3 runs from L11/M12 to X11/Y12
EE4 runs from L13/M14 to U13/V14
EE5 runs from L15/M16 to X15/Y16

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

Tink: Move action - Move to E7
Tink: Standard action - Use Acid Dart ability on Golem. Hit Touch AC13. Nat1 = Miss!


Bosk AC: (37/20/33) CMD: (35) hp 86/108 Spells 
Thursday January 21st, 2016 11:26:39 PM

Bosk will also use a hero to cast resist energy acid.

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19  d20+14=25 ; d20+14=16 ; d6+8=13 ; d6+8=13 ;
Thursday January 21st, 2016 11:31:09 PM

Beri cannot see the insect swarms to direct
The earth elemental (large-49hp) decides to just attack the mechanical monstrosity next to him and slams into him twice for all he's worth
attack =25 +2 (augmented summoning strength)-1 size=26
damage=13
attack =+2 (augmented summoning strength) -1 size=17
damage = 13
**
(Beri's action coming)

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

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

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

Beriothian -- AC:17/11/22 HP: 114/152 CMD = 19 
Friday January 22nd, 2016 12:03:42 AM

Beri sees the acid flying everywhere and decides it's time to rethink his current form. He retreats to d8and turns into a Tendriculos (20 resistance to acid)

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

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

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

Things get a wee bit crowded. (DM JT) 
Friday January 22nd, 2016 12:29:03 AM

DM JT:
Beri asked: can you confirm that Sf2 hit us? I don't see any line of site to Zane... only Sf1 if I'm reading this, the clockwork monster and the the earth elemental leave only a small window, and from what I see SF2 can't see though it.

DM JT: I can draw a line from top left corner of Sf2 to Zane. Even though there are two golems fighting in between, to pick a spot on the other side to target is not the same as shooting something through the two. Sf2 just needs to see Zane, which he can, calculate the distance and send the spell to detonate at the spot.

The two golems do not provide cover.

Things are about to get a whole lot more crowded. (DM JT)  d20+8=26 ; d100=82 ; d20+11=19 ; d20+13=28 ; d6+4=8 ; d100=69 ; d100=27 ; d100=89 ; d20+11=18 ; d100=8 ; d20+8=17 ; d20+8=27 ; d20+8=18 ; d20+23=28 ; d20+23=37 ; 2d10+8=21 ; d20+29=39 ; 2d10+12=25 ; d20+8=13 ; 8d6(2+3+3+6+1+1+6+2)=24 8d6(4+3+6+1+6+6+3+2)=31 d20+14=17 d6+8=14 d8=8 d8+8=10 d20+8=15 d20+8=24
Friday January 22nd, 2016 2:33:12 AM

This is your Body.
This is your Body on Acid.

Restlin’s victory over one of the snakefolk is short lived as his spell casting brought the vengeance of the remaining snakefolk upon his head. He briefly wishes he still had that robe he gave the swamp witches as a series of Acid Balls burst near him in a calculated spread. His horribly scarred and emaciated body flops to the floor.

Garret glances around and sees Sesha smug in her impenetrable invisible wall in a corner, a wall of dark stinking fog right behind him, and Bosk making snake fingers for later frying pan in another corner. The massive metal machinery stands right before him. Hairs tingle as the acid ball explodes near him and he ducks the shower of acid easily. With limited enemies to target, he decides to try his luck on the metal Gearman in front of him, knowing that punching a piece of metal just can’t be a good idea…

His small limbs hit the thing with muffled Thumps and sees a small dent for all his efforts.

Zane

DM JT: I calculated your 10’ reach. It’s 5’ across the square with the stone wall, then the golem, so that’s 10’. The golem has Reach also.

Zane easily avoids the acid. Heeding the reach of the golem that is as good as his, he takes a step back and casts Enlarge on himself. Zane fills the corridor almost blocking all view from anyone behind him.

DM JT: casting the spell is a Standard Action. The 5’ step is a Move equivalent. Does Zane expend a Hero point to then attack the golem? Haste does not give you an extra attack unless you execute a Full Attack Action.

Sesha feels Restlin's pain through the telepathic bond. Once before she watched Restlin bounce between life and death. Her feelings for him much stronger now than then, she galvanized herself when he faded from the link and goes looking for him. Not knowing where he was but that he was not in the fog cloud. Knowing that spell's nuances, she bolts straight through it to the other side, shrugging off the nauseating effects with ease in her determination to find Restlin. Once on the other side, she looks around and through her enhanced vision spots Restlin crumpled on the floor, a horribly scarred shell of himself.

Sesha only: Highlight to display spoiler: { She also sees five blurry snakefolk in and around the throne. One standing next to the throne. Their snake tongues flickering in and out almost too fast to see.}

Sesha floats down to the Restlin's body, careful not to dispel her Anti-Life shell and spends some of her life force to cast Breath of Life on Restlin, then her quickend version of Resist Energy: Acid.

She anxiously looks for the healing expected and sees his flesh heal and his gasp for breath as he comes back to life.

DM JT: BTW, your rings of counterspells, the way I read the description, does not give Sesha Immunity to Dispel Magic. They are One use only. If two Dispel Magic spells are cast at her, the Ring nullifies the first one and that counterspell is expended. The second Dispel Magic would work normally. Having two of them helps though.

An eye flutters open and then the other shoots open wen Reslin's remembers where he is. He sees Sesha kneeling over him and he says,
"One of these days, you're going to get tired of saving me. I'll thank you properly when we're out of this mess," as he stands up.

*****DM NOTE: spell says that any creature brought back to life using this spell a temporary negative level that lasts 1 day, so do whatever recalculations to that effect. ****

Restlin, now standing (Move Action) reaches into Seshaps backpack for the healing portion (Move Action). He PLANS to take a sip next chance he gets.
He quickly looks around. He's near the edge of Dim light from Garret (DM JT: although I'd think the fog would block that light from this side but what the heck, let it be Dim), and tells Sesha through the link "Sesha, dear, I need to see what's in that dark corner. If you can help, I bet I can make things much better for us pretty quickly. Also, mind letting me borrow that rod real quick?"

Meanwhile the 3 Ghost Sisters left hold their action to cast more healing spells on whoever gets clobbered by the golem.

Bosk continues his relentless attacks on the flying snakes that sort of threaten him.
His Bsword wipes out Snake 3. His next two attacks hit Snake 10 but the last two miss.

DM JT: it would be a great help if you listed your Reach for each weapon.

He then pulls some of his life force to cast Resist Energy: Acid.

DM JT: I just noticed that Quicked spells don't provoke AoO.

Katinka knows it will take a little time for the earth elementals to reach their target but calls out to her friends, "Just a few more seconds guys! Reinforcements are on the way!"

She steps back into the hallway and finds Zane takes up most of the space. However she does find a wee bit of room to get off an acid dart at the metal golem, but in her haste she misses.

Beri is caught between a rock and a hard place when the acid blasts hits and takes the full force of the blast. His attempts to concentrate on the insect swarms failed previously and he concludes they are no longer in existence. Fed up with getting acid burns, he retreats and changes form. He chooses a Tendriculous, a Huge plant that is as horrible to look at as it is hard to pronounce its name.

Now two HUGE things fill that corridor, nearly squeezing everyone else out!

Beri's large earth elemental manages to get one hit on the golem but barely scratches it.
-----------------------------------------------------------------

Sf1 pockets the glowing stone and snuffs out the light in that corner. The only light in the room now is carried by Garret.

DM JT Note: Restlin is now in Darkness.

Sf1 tries to touch Bosk again with a Spectral Hand:
20% miss = 82
Touch Att = 19
As the Hand goes in for the attck, Bosk takes a swipe at it:
AoO 1: Hit AC 32 for 18 dmg, destroying the hand with his Ghost Touch weapon.

Sf2 flicks its wrist and casts a spell. Black Tentacles erupt around Sesha and try to grapple her!
CMB = 28 vs CMD 17
Save: none, SR: none.
50% Blink miss chance = 69 (almost forgot about that)

Despite blinking, the tentacles manage to nab her and she takes 8 pts damage and gains the Grappled condition, for now.

Restlin alive and semi-well manages to avoid the tentacles, this time.
CMB = 28 vs CMD 39

DM JT: Green is the tentacle area.

Sesha: Highlight to display spoiler: { she sees the blurry snakefolk glancing at each other in some form of recognition.}

Sf4, Sf6, Sf7, and Sf8 thinking they now have two they can seek revenge against, try again to blast their foes into an acidic ooze:
DM JT: just an FYI, Spellcraft checks succeeded in identifying Sesha's Breath of Life spell. Naturally, they want some insurance...

Four Acid Balls burst around them:
Acid Ball 1: dmg = 31
Acid Ball 2: dmg = 37
Acid Ball 3: dmg = 44
Acid Ball 4: dmg = 37

DM JT: these rolls had to be made elsewhere as the die roller here wasn't working. Only figured out later what it was.

Acid Balls, Ref for half, DC19

Caster Level check to beat SR28 =
Sf4 miss; Sf6 miss; Sf7 miss; Sf8 miss.

Sesha Spellcrft DC18: Highlight to display spoiler: {Sf5 cast Fly.}

Snakes 6, 11, and 12 no longer have Garret as a target and swarm around Beri's L.E.E.
The curvature of the sphrical stink cloud allows them to fly above the clowd, past the golem, and
avoid any attacks from Zane. But the LEE gets one.
AoO attack +14 = 17+2 (augmented summoning strength)-1 size = 18 hit, dmg d6+8 = 14

Snakes vs AC18, DR5/-:
Att1 = 17, Att2 = 27, Att3 = 18
Dmg = 16 (-5) = 11, 10 (-5) = 5

Snakes 7,5,8 try to get at Sesha but are hedged out.

Snakes 1 and 4 converge on Bosk. They take hits from AoO.
AoO 2 on Snake 1: Hit AC 21 for 22 dmg
AoO 3 on Snake 4: Hit AC 34 for 18 dmg

Snake 1 Att: 13
Snake 4 Att: 15
Snake 10 Att: 24

The Hell Hound also tries to get at Sesha but is hedged out by Pot-Pot, not to mention not desiring to venture into the mass of tentacles, he just barks, as his breath weapon can't reach her.

Not many targets are left for the golem. It decides to go for the small guy kicking it Garret

Att 1 = 28
Att 2 = 37, dmg = 21
Grapple CMB = 39 vs CMD 33, Grapple dmg from gears = 25

Garret gains the Grappled condition, as well as the golem as the grappler.

DM JT Note: the Grab has two versions. One is the standard Grapple that puts both in Grapple Condition, the other allows the grappler to remain 'ungrappled condition'.

Map: Snakefolk Revenge

Notes on the Map: Sf5 and Restlin are invisible to all except those who can see invisible. I'm adding Sf5 to the map now that Sesha is in sight of it. But play your turn as if it isn't there unless you can see it.

Sesha [AC 34 /21 To/25 Fl] | HP 188/93 | CMD 17] 
Friday January 22nd, 2016 9:59:22 AM


ooc: Hey guys! JT said he needs to change the post, since there was some confusion on how Breath of Life worked.

Brace yourselves! Edits are coming!

Garret Goodbarrel [AC:37/33/31 +4 vs AOO HP:93/124 Ki:13/15 CMD: 33 SR: 23]  d20+18=20 ; d20+18=25 ; d20+18=35 ;
Friday January 22nd, 2016 12:33:47 PM

Garret gasps as the machinery slices deeply into him, chopping him into even smaller bits. He starts bleeding profusely from tons of small wounds and loses a couple toes. He turns and twists, but is unable to free himself from the whirring gears.

OOC:
Tried 2 hero points to get away, but failed. I hope someone has a good idea here. Garret just lost 40% of his hit points and will take 6d10+28 damage next round. I was going to try to abundant step away, but he has to make a concentration roll (d20+0) against a DC 34...

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

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

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

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

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

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

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

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

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

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

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

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

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

Re-post is up.

Major change is with Restlin and Sesha.

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

Beri's elemental took a little damage too.

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

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

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

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

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

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

(remember Haste those who have it)

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

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

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

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

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

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

***

Move: Drink heal potion
Standard: Dimensional step - N15

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

1 Negative level

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

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

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

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

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

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

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

"Light up the Snake Mages with Faerie Fire!"

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

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

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

Torches

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

Ghosts.

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

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

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

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

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



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

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

Knowl Arcana: 30

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

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

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

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

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

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

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

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

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

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

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

Highlight to display spoiler: {

Freedom of Movement, Water Breathing, from Tishe's weave elements.
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Greater Magic Weapon - [CL 13]: +3 attack/+3 damage on Bastard Sword
Telekinesis - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle by Tink)
Haste – Cast by Zane – 7 rounds.
Fire resistance
Cat's Grace

Deathwatch [i]- [CL 1] Permanent - Know creature status: dead, fragile, fighting off death, healthy, undead, or neither (ie construct).

Darkvision 60' - [CL 8] 8hrs
Chill Touch - [CL9] (9 charges) - 1d6 ngative energy -1 Str (Fort DC). Undead = no damage; Will DC or flee 1d4 rounds+1rd per CL.

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

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

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

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

Spells Available *spells* already cast
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, See Invisibility, Divination, Dimension door, True Seeing
Level 0: Read Magic, Detect Magic, Chill Touch, Detect Poison
Level 1: *Elf Vision*, Protection From Chaos/Evil/Good/Law, Detect Chaos/Evil/Good/Law, *Comprehend Language*, *Sanctuary*
Level 2: *Silence*, *Restoration Lesser*, *Nemesis Insight*, Resist Energy (fire)
Level 3: Invisibility Purge, *Protection From Energy (fire)*, *Magic Circle against Evil*
Level 4: *Greater Magic Weapon*, Spell Immunity
Level 5: Slay Living
}


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

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

% = 46

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

Return of the IA.

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

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

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

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

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

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


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

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

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

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

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

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

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

Blink miss chance 20% = 46

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sf5 levitates to the ceiling.

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

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

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

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

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

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

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

I think that's it.

Map: Not so dark anymore snakeroom


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

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

EE1 moves to V1/W2 and surfaces

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

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

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

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

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

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

Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 10.67hrs.
Mage Armor - Dur 26hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 26hrs
Pass Without Trace - No footprints or scent - Dur 24hrs (Cast by Beri using Tink's Pearl of Power + Metamagic Rod)
Protection from Arrows - Dr10/Magic vs Ranged. Protects up to 100pts damage - Dur 24hrs
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - On Tink, Restlin, Sesha, Bosk, Beri and Zane. Dur 5.3hrs (cast within Coven circle)
Water Breathing - From Tishes Weave Elements (Water). Dur 10.67hrs.

------------------
Greater Magic Weapon - On Garret and Bosk. +4 bonus to attack and damage rolls. Dur 16hrs. (cast within Coven circle)
Mage Armor - Dur 26hrs (Extended) - On Zane
Tishe's Weave Elements - Dur 10.67hrs - Tink a 'Water' version, Restlin a 'Water' version, Zane a 'Water' version, Bosk a 'Water' version, Beri a 'Water' version

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Feather Fall, Grease (x2), Roses Temp, Silent Image, Unseen Servant, Mage Armor,
2 - Alter Self, Mage Armor (ext), Misdirection, Protection from Evil (Ext), Resist Energy (x2), Glitterdust
3 - Dispel Magic, Dispel Magic, Haste (x2), Greater Magic Weapon x 2, Stinking Cloud
4 - Detect Scrying, Dimensional Anchor, Dispel Magic (x2), Summon Monster IV (x2)
5 - Summon Monster V (x2), Dismissal, Dimensional Anchor (Ext), Wall of Force
6 - Greater Dispel Magic, Overland Flight (Ext), Telepathic Bond (Ext), Summon Monster VI
7 - Tishe's Weave Elements (Ext), Summon Monster VII, Summon Monster VII
}

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

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

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

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

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

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

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

****

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

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

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

1 Negative level

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

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

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

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

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

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

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

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

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

(remember Haste those who have it)

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

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

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

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

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

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

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

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

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

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

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


"Get the Southern Snake!"

Sesha commands her three ghosts to hit SF6.

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

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

Blink % = Fine.

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

whats a herd of snakes called?

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Snake ACs are 16.

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

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

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

Clockwork Golem AC is 26.

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

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

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

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

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

Serpentfolk are Base AC23, some vary.

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

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

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

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

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

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

DM JT: I believe that knocks Joy out.

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

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

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

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

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

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

Map: Throne Room Round 8

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

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

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

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

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

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

***

Move: Swap maximize rod for silent rod.

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

AC this round is 32/29/28

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

1 Negative level

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

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

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

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

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

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

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

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

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


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

Awaiting response to email before posting Tink's actions

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

(DM, does

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

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

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

Spellcraft: 31

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

Ghosts -

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

Garret: Heal 15 hp.

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

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

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

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

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

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

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

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

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

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

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

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

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

Move to 9,10/m,n

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

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

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

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

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



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

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



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

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

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

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

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

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

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

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

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

The azata appears at C10/D11.

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Acid Blast dmg = 42, Ref DC19 for half.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Map: Throne Room Round 9

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

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

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

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

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

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

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

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

Tink - Standard Action: Cast Resist Energy (Acid)

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

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

Spellcraft: 26. DC = 15 + spell level

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

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

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

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

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

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

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

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

***

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

Move: Fly to M15

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

60 damage.

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

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

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

1 Negative level

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

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

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

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

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

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


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


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

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

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

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

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

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

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

Potential AoO: Hit AC 29 for 9 damage

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

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

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



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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sneak damage from AoO last round if applicable = 13

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

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

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

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

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

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

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

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

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

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

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