
Jorzan |

Survival: 1d20 + 12 ⇒ (1) + 12 = 13
As the fear leaves and his mind returns to him Jorzan holds his breath, listening, as he hears the voices on the stairwell. He felt no guilt over his previious fright, for he knew that it had been magic, not his own decision, that had impelled his flight. Normally, he knew very well that there was little to nothing that he feared. That did not mean he was a fool however.
As he hears the voices stop, he makes an instant decision. If those were wolfguards, he had already experienced how deadly skilled they were, and while he could not be sure how many of them there were, if there were more than one, that would be enough. Add whatever that big thing was, and he'd be a fool to try and take them all on alone. Plus, that big creature seemed to be able to smell him, so hiding would not be an ideal option either. Most important of all though, he needed to get word to his allies so this group did not take his friends unawares. No, at best, he could stall them and then warn his companions.
Quickly reaching into his haversack, he withdraws and activates a smokestick, it's thick fumes almost instantly filling the stairwell before him with obscuring smoke. Next he tosses out two bags of caltrops in the area obscured by the smoke, making sure to cover the full width of the stairwell. 'There, that should slow them down a bit' he thinks to himself with some small satifaction. Then, without pausing another beat, he turns and runs back towards the battle, this time conscious to make sure he makes no sound.
Stealth: 1d20 + 20 ⇒ (13) + 20 = 33

DM Downrightamazed |

@Jorzan: Okay, so, you ran for round 3. I'm gonna say you are able to unload the smoke and the caltrops all in one round (round 4) and then it'll take you two rounds to get back to the Promenade, though not back to your original position of course, but still putting you in visual/shouting/etc. range of everybody in round 5 since you'll be halfway across the ballroom, and then back in fighting position in round 6 since you'll be about even with Karthan/Monster/etc. So, assuming an enemy is in range, you could theoretically Charge and get back into it round 6 if you want. We'll see what the map looks like then.

DM Downrightamazed |


The Feral Boy |

Round 3 - Initiative 19
HP 31/53 AC 23
Move to I5
Be boy backs against the wall, drawing his gnarled club as he darts along the tapestry.
Reaching the far wall, his momentum carries him a couple of steps up the wall where he turns and bounces off the adjacent wall with a scream to pounce at the skeleton fighting the monster, completely missing it and landing flat on the floor with a loud smack, his club bouncing away across the floor.
attack vs skeleton 1 (flanking) 1d20 + 10 ⇒ (1) + 10 = 11

Jorzan |

Oh, looks like my last post got ate. Ok well, what I'd said was: @DRA-Cool, thanks, that all looks good to me. Jorzan may have some other plans as well though so once he gets back into visual/voice and/or Message range, we'll see how things look by then.

Maiathreen Gyssearnith |

Maiathreen glances at the young boy as he attempts to attack the skeleton only to land flat on his face, his club sliding across the floor. He can't help but wonder why they brought such a young person here to fight.

The Monster |

Round 3 - Init 18
HP 18/35 AC 18
Sensing the presence behind it, the skeleton turns to face the boy, looming over him, reaching with one hand, curling the other into a metal fist.
As it does so, the monster rears up, raising a single, massive fist and slams it down, shattering the construct and scattering lead covered bones about the area.
"Hrumph!"
Chunks of lead, bone, and marble dust drop from his furry fist as he positions himself toward the remaining skeleton.
slam vs skeleton 1 (flanking) 1d20 + 15 ⇒ (16) + 15 = 31
damage 2d6 + 12 ⇒ (1, 4) + 12 = 17

DM Downrightamazed |

I'll be posting for the warden jacks a little later; I'm stuck in meetings for another couple hours and won't be able to get to them until I get home. Meantime, just for reference:
Initiative Reminder:
Maiathreen: 29
Karthan: 28
Livain: 27
Jorzan: 23
Captain Lamorak: 21
Feral Boy: 19
Monster: 18
Warden Jacks: 17
Belsarious: 16
Skeletons: 15
Min/Lin: 10
Kelne: 8
Aylaeth: 7
Gray: 6
Zan: 5
This is currently Round 3.
Also, @Belsarious, are you going to continue your contemplation, or do you intend to fight? I'm fine either way, just trying to work ahead a little bit...

DM Downrightamazed |

The rolling noises get louder and suddenly a horrid torrent of Fine silver balls comes rocketing through the open door to the east ballroom, flooding over the floor of the Promenade. They are moving rather quickly, and with intent. They flow around the skeletons, not touching them, likewise the marble pillars. The flow around Red's corpse and scattered cards. When they get to the squares where Kelne and Gray and Sarish are, though, they suddenly deploy wicked, razor-sharp spikes that slice through steel and flesh as one, like malevolent little caltrops possessed of will and focus. Poor Sarish extends his wings and howls in surprise and pain as his feet are sliced by the things, causing Brook to give a panicked "Wait, Sarish! She's not in the saddle yet! Wait!"
Meanwhile, the skeletons simply continue to pummel whatever they come across, regardless of the odds, heedless of their fate. The one furthest west lands vicious punches on Monster and Mai, cracking both warriors solidly with its lead-covered hand, but the other one badly mis-times its strike on Kelne and its fist glances off the northman's armor and collides with its other fist, causing it to miss breaking Gray's nose by just a fraction of an inch.
Seemingly forgotten by everyone, the last human guard, the one that Karthan and Jorzan were interrogating, takes advantage of the chaos around him to get up and sprint around the giant open door, giving him both Full Cover and Concealment from the lethal Karthan as he sprints desperately for the door on the south wall.
Min and Lin prepare to dive forth, with Belsarious on the back concentrating furiously on something, looking like a man possessed, almost.
Round 3, Initiative 17 - Warden Jacks
FRA: move into Promenade and extend spikes
Damage to Kelne: 1d6 ⇒ 6 + 1pt. Bleed
Damage to Gray: 1d6 ⇒ 1 + 1pt. Bleed
Damage to Sarish: 1d6 ⇒ 2 + 1pt. Bleed
Warden Jack Swarm:
AC: 21/20/19
HP: 30 (per 5ft. square)
Saves: F/R/W 1/3/1
CMD: n/a
Round 3, Initiative 15 - Skeletons and Human Guard
Lead Skeleton 2 - 72/75HP, AC24
FAA:
Attack Monster (AC18): 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Attack Mai (AC23): 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Lead Skeleton 3 - 75/75HP, AC24
FAA:
Attack Kelne (AC23): 1d20 + 16 ⇒ (1) + 16 = 17
Attack Gray (AC30): 1d20 + 16 ⇒ (15) + 16 = 31
Critical Fumble cancels hit; no damage.
Human Guard #3 - 2/34, AC20
MA: get up from prone
SA: move 30' to G-13
Map is updated. Note that the burgundy squares are ones occupied by Warden Jack swarms.
Min/Lin are up!

Maiathreen Gyssearnith |

Knowledge Arcana:1d20 + 17 ⇒ (20) + 17 = 37
"Damn it! Don't worry about trying to attack those things individually they are called warden jacks you have to hit them all at once!" Maiathreen says as he manages to avoid a direct hit from the skeleton only taking a glancing one to his side.
current HP 56-67

Aylaeth Brely'an |

Knowledge(arcana): 1d20 + 17 ⇒ (11) + 17 = 28
A cone effect is considered an AOE as well, right?
And about the guard, in this post here, Jorzan made sure he was tied up once he was down. And besides that, at least 4 Dex should have been drained away from him, making it doubtful he'd be doing too much sprinting even if he wasn't hogtied.

DM Downrightamazed |

Knowledge(arcana): 1d20+17
A cone effect is considered an AOE as well, right?
As long as it doesn't target a specific number of targets, yup. If it's measured in feet, then you're good.
Jorzan made sure he was tied up once he was down. And besides that, at least 4 Dex should have been drained away from him, making it doubtful he'd be doing too much sprinting even if he wasn't hogtied.
Well, you don't say "tie up" you say "disarm, gag, and secure", but whatever. He'll just roll, then. :-D
So, retcon; the guard does not get up, but instead rolls, clumsily, for the edge of the door, almost making it all the way around. I've changed his position on the map. (I'm giving him 1/4 move rate since his hands and feet are bound.) Also, whose rope was used to tie him up? Make sure that comes off your equipment list.

Sir Justahl of NeoWald |

"How did you come to be here anyway? Is there anything I can do? I'm afraid I'll make you worse if I touch you."
Screwing up his courage, he nevertheless says a little prayer to Iomedae and tries to Lay On Hands on the boy.

Jorzan |

Aylaeth Brely'an wrote:
Well, you don't say "tie up" you say "disarm, gag, and secure", but whatever. He'll just roll, then. :-D :P lolAlso, whose rope was used to tie him up? Make sure that comes off your equipment list.[/ooc]
Well, Jorzan has some silk rope, but it doesn't take 50' to tie someone up does it? So fair to say he cut off 10' worth and now has 40'?

Kelne |

Things had definitely gone downhill, Kelne reflected. Some kind of alarm must have been raised to bring these things in here, and no doubt other attackers would be swarming in shortly.
"Guards, halt!" he snapped at the spiky balls, not particularly expecting it to work but seeing no harm in making the attempt. "Gray, get Cassandra safely into the saddle, then pull back," he continued. Both his hands were full and somebody had to keep the cursed skeleton away from them in any case.
Effectively a delay action. As soon as Cassandra and Brook are airborne he'll make a withdraw action to AA8 and let Karthan do his stuff. No doubt the swarm will get a couple of AoOs against AC 27.

Belsarious II |

How sneaky of those dragon-singers using the gates, only when those enjoying the ride are given no time to study the magics involved. Their deviousness is noted for future reference.
Continues contemplating the blends of magics involved in the power meridians.....

Lindórievórea |

Round 3
Min AC: 20, Lin AC: 24
MIN Hp: Lin Hp:
Fly 1d20 + 14 ⇒ (2) + 14 = 16
Min was still shaking in the saddle as he watched the strange silver balls roll into the room, once they suddenly spiked everyone on the ground he realized they too were another obstacle to be overcome. Per Captain Damians orders he leveled his bow at the remaining skeleton and fired a set of arrows into it, hoping to give the large warrior's the time to help Brook and Sarish get the little girl to safety. As his arrows buried deep into the metal covered skeletons chest and head, Mai's shout reached his ears and he nodded in response to the magus.
Min's actions
FRA: Attack w/ Avenaada + Firing into Melee 1d20 + 14 + 2 - 2 ⇒ (10) + 14 + 2 - 2 = 24
----> Damage 1d8 + 8 ⇒ (7) + 8 = 15
FRA: Attack w/ Avenaada + Firing into Melee 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27
----> Damage 1d8 + 8 ⇒ (3) + 8 = 11
Lin gave a frustrated growl as she found it hard to maintain her altitude in the dead air of the building, she was forced to swoop overhead and try to find a place to land or turn around. As she swooped over there heads she saw that she wouldn't be able to pass through the doorway easily and tried to gauge how much room she had over the strange creatures head and what room their was in the area beyond.
Lin's Actions
MA: Move from W-6 to L-5 so she isn't forced to land.

DM Downrightamazed |

L-5 has a marble pillar in it (they stretch floor-to-ceiling) so I dropped you in M-5. Also, there are two more skeletons; the one in front of Kelne/Gray, and the one flanked by Monster and Mai.
Min's arrows smack through the skeleton in front of Kelne and Gray, but only do minimal damage to the thing, not seeming to hinder it at all. Lin, meanwhile, pulls up just short of a marble pillar, the damnable close quarters making her life quite difficult at the moment.
Kelne is up!

Aylaeth Brely'an |

I believe Kelne has already stated his move, so that should mean that Aylaeth is up! Oh, Ninja'd by Kelne. But, ah, Karthan speaks Infernal, doesn't he?
Round 3, Init 7, Altitude 40'
AC 22, HP 54/54
Buffs:
Arcane Pool: 9/10 Spells: Lv1:6, Lvl2:6, Lvl3:3
Tora'an
AC 22 HP 60/60; Buffs:
Special: DR5/evil, SR 10, Cold, Acid, Elec Resistance 5, Fire resistance 10
Fly 150ft.(perfect)
From the moment they entered the gate, Aylaeth had been completely enraptured by the Dragonsinger's majestic and otherwordly means of transporting them through the Ley Lines. She had studied and been deeply involved in magic most of her life, and after her experiences in their last aerial battle and her evolution she now had magic coursing through her veins, yet never, never, had she experienced magic anything remotely like this.
The experience affected her profoundly and left her a little less quick to react than her norm once they made it through the gate. Yet in mere moments her full senses returned to her and she well knew when it was time to study and when it was time to fight!
Her gaze upon the tapestries quickly indicating to her that they were indeed in the right place, the fact is confirmed once she spies the tall half-orc sorcerer. As he raises and sardonic eyebrow at her she cannot help but smile in response. 'He always was the charmer, that one.' she remarks to herself. Her thoughts go no further than that though for even were she not already bonded to her heart mate, never before had she felt any physical attraction to a male. Ada'an sniffs in disdain as he catches the wave of her emotion and comments daily "The half-orc would certainly be a better bet than being bonded to a horse, mistress.". "Careful, rustbucket, lest this Horse decide to test whether you are truly immortal after all."
"Quiet you two." she mummers distractedly, having years ago become used to their constant bickering "We have far more important matters at hand."
Taking a moment more to asses the rapidly changing field of battle, as the new menace of the warden jacks suddenly appear, her course of action is clear to her. Seeing the Northerner, Kelne, wisely flee the area of the warden jack swarm she calls out to the unknown cleric to do the same. "Priest of Pharasma! Follow your companion! Clear the way!"
Waiting to see that he does so, and that Brook and Sarish are safely in the air with their passenger, the Sylph Magus directs Tora'an to the optimal point and, with a brief concentration and wave of her staff, unleashes a devastating cone of mutilating force upon the guardians, instantly wiping out nearly their entire number.
Ok, delaying action for Grey to be able to move out of the way. If he does, then she moves to V-5 and unleashes a 30' cone(from point of UV-56) of force energy using Wave of Mutilation. 1 arcana point spent, Making a regular Spellstrike attack with Shocking Grasp Damage is: 1d6 + 2 + 7d6 ⇒ (2) + 2 + (6, 2, 2, 1, 5, 6, 3) = 29. So should be 43Force Damage to the Warden Jacks, DC20 Ref for half Damage. The cone should include the skeleton in R7 but fall just short of Damian. It doesn't mention they are immune to Force damage, does it affect constructs?

Jorzan |

Understanding that the newly arrived winged ally is much more capable of dealing with the construct than it is, Zan instead goes after the bound yet still fleeing guard. Floating through walls and doors and once again reacheing down to touch the guard, the shadow drains more of the guard's energy and coordination away.
Now in E-10
Touch attack: 1d20 + 7 ⇒ (17) + 7 = 24
Dex Drain: 1d6 ⇒ 3
As the guard moans, Zan looks Westward, sensing that's it's master's mind is now free from the supernatural fright, and that he now rapidlyreturns.

DM Downrightamazed |

@Aylaeth: Brook and Sarish can't fly up until next round (round 4), they move on Sir Damian's turn. As such, they are still in square T-7 and right smack in the middle of your AoE. Is it your intent to just do your move this round, and then your attack next round, since we're about to start it now, anyway?
Oh! And also -- and this goes for everybody -- when I list a creature's saves, like I did for the Warden Jacks, please feel free to roll their saves for them as well for things like halving damage or whatnot.

DM Downrightamazed |

Gray, heeding the warnings coming from all around him and certainly not wishing to test his healing powers after being crushed by magic from all sides, beats a hasty retreat, following Kelne to the east side of the Promenade.
Round 3, Initiative 6 - DMPCing Gray
FRA: Withdraw to Z-9
We come to Round 4!
Initiative Reminder:
Maiathreen: 29
Karthan: 28
Livain: 27
Jorzan: 23
Captain Lamorak: 21
Feral Boy: 19
Monster: 18
Warden Jacks: 17
Belsarious: 16
Skeletons: 15
Min/Lin: 10
Kelne: 8
Aylaeth: 7
Gray: 6
Zan: 5
aaaand Maiathreen is up!

Aylaeth Brely'an |

Hmmm, well, it had been my understanding that Sarish could make a double move, landing and then taking off again, and that all they needed was for Cassandra to get aboard, which she could do on her own movement. If that isn't at all what can/does happen, then I guess she can re-position herself so that she can get as many of the WJs as possible without endangering the youngins. Like...hmmm, is there a way she could shoot the cone straight down from in the air and only target the squares from P to S, Would That work?

DM Downrightamazed |

Okay. Well, I guess I thought my post with actions for all "the kids" was pretty clear, so I'm not sure why you thought all that. Anyway! As for firing straight down, that's fine with me. You're saying P-7 to S-9, yeah? I'm cool with that. Here's a Reflex save for the Jacks: 1d20 + 3 ⇒ (4) + 3 = 7 - fail. I put you in R-8, lemme know if you'd rather be elsewhere.
Aylaeth flies over the area affected by the Warden Jacks, carefully placing herself and aiming in such a way as to not hit Brook and his passenger or Captain Lamorak. With a single blast of arcane power, she manages to demolish a huge swath of the evil little balls of steel.
Mai is still up, then Karthan. This is Round 4.

Aylaeth Brely'an |

Ah, I see the disconnect. While it has not seemed to be a hard and fast rule one way or the other, it has always seemed to me that intelligent mounts can also take their own moves and actions, sometimes separate from their riders. So for example Lin often takes a move and standard action, and then so does Min. So I thought Brooks actions were as you stated, but the Sarish's would still get to act as well. My apologies for the misunderstanding.
Oh and R-8 is fine.

Karthan Zhosk |

Assuming Sir Damien Lamorak is high enough up - and I hope he is - Karthan does the following:
"This...this is a problem I can solve." "Go up." he says to Lamorak, "Then please kill the construct to the south of the monster."
Fireball, centered on squares M8-N8,M9-N9
9d6 + 9 + 4 ⇒ (4, 2, 5, 1, 6, 5, 6, 2, 1) + 9 + 4 = 45
Karthan's Unseen Servant now has his crossbow in a square adjacent to him.
Karthan's move action, after casting Fireball, will be to pull a wand out of his bandoleer.

Maiathreen Gyssearnith |

Round 4, Init 29, Altitude 0' AC 23, HP 56/67 Buffs:
Arcane Pool: 10/10 Arcane Pool Servais: 0/2
Spells: shield, shocking grasp(4), warding weapon, mirror image, bears endurance, ablative barrier, vampiric touch (2)
Maiathreen curses his luck at finding creatures completely immune to his spells, but he does have one remaining trick up his sleeve. He concentrates on the bond he and Servais have mentally flinching at first but not having a choice he changes Servais'. The blade makes a strange humming noise and seems to waiver oddly. Maiathreen strikes out at the skeleton repeatedly putting small cracks through the
Lead playing with Servais' sonic blade.
If I'm looking at the map I'm not in the swarm of jacks, so I should be fine.
Free action: activating energy attunement for one round Servais will deal sonic damage instead of weapon damage planning on messing with the constructs ability to act a little.
FRA: spell combat arcane mark;
Casting defensively: 1d20 + 17 ⇒ (9) + 17 = 26
Spellstrike:1d20 + 15 ⇒ (13) + 15 = 28 hit 1d8 + 10 ⇒ (7) + 10 = 17
Attack: 1d20 + 15 ⇒ (3) + 15 = 18 miss
2nd Attack: 1d20 + 10 ⇒ (16) + 10 = 26 hit 1d8 + 10 ⇒ (5) + 10 = 15

Livain Gyssearnith |

Round 4, Init 27, Altitude 40' AC 21, HP 69/69 Buffs:
Livain glances between the two targets seeing that Maiathreen appears to be handling the skeleton where he is at she concentrates on the one closest to the children.
Attack Manyshot:1d20 + 16 ⇒ (9) + 16 = 25
Rapidshot:1d20 + 16 ⇒ (9) + 16 = 25
Second Shot:1d20 + 11 ⇒ (7) + 11 = 18
Manyshot Damage:1d8 + 15 ⇒ (4) + 15 = 191d8 + 15 ⇒ (3) + 15 = 18
Rapidshot Damage:1d8 + 15 ⇒ (6) + 15 = 21
Second Shot Damage: miss
total damage because of cluster shot is: 48

DM Downrightamazed |

Hot on the heels of Aylaeth's massive force blast, which crushes thousands and thousands of the tiny Warden Jacks and severely damages one of the remaining skeletons, Livain's lethal accuracy hammers that same skeleton, causing it finally to explode in a shower of metal and bone. Only one skeleton remains, now, and that is the one sandwiched between Mai and the Monster, and it seems only a question of which will destroy the thing first; the Magus's blackblade or Monster's giant fists.
Karthan Zhosk then shows everyone why he is called the Master of Fire by unleashing a giant fireball that melts thousands more of the Warden jacks into molten slag, covering the floor in a steaming pool of metal. In spite of all this and in defiance of Kelne's attempts at stopping them with his voice, the remaining Warden Jacks continue milling around looking for targets.
All this occurs over the horrified screams of the last living human guard, who is quickly having much of his lifeforce drained away by the spooky Zan.
Unbeknownst to everyone fighting in the Promenade, Jorzan is busy spending his time in Round 4 spreading smoke and caltrops in the far stairwell in the west ballroom, slowing down a threat of which they aren't yet aware.
Initiative Reminder:
Maiathreen: 29
Karthan: 28
Livain: 27
Jorzan: 23
Captain Lamorak: 21
Feral Boy: 19
Monster: 18
Warden Jacks: 17
Belsarious: 16
Skeletons: 15
Min/Lin: 10
Kelne: 8
Aylaeth: 7
Gray: 6
Zan: 5
Map is updated -- lemme know if I missed anything on there.
Okay, Captain Lamorak is up!

DM Downrightamazed |


Sir Damian Lamorak |

Round 4, Initiative 21
hp: 81/81; AC: 21
Ride 1d20 + 15 ⇒ (11) + 15 = 26
Charge vs. Skeleton #2 1d20 + 17 ⇒ (17) + 17 = 34
--> Damage 3d8 + 2d6 + 51 ⇒ (3, 5, 8) + (3, 3) + 51 = 73
--> Ending Square: F9
Captain Lamorak follows Karthan's suggestion, being of sound military tactics. He raises his lance up as Keythan zooms just above the floor. Some of the remain Warden Jacks leap up to snap at the griffon's feet, but the magical beast avoids the vicious swarm. Damian thrusts forward as he connects, the power of Keythan's strength multiplying his own. Another flash of holy light ignites and burns a hole in the skeleton's face, which Damian thrusts his lance through. The skeleton construct collapses onto the ground between Maiathreen and the summoned monster. He turns Keythan around next to Karthan and extends a hand to the sorcerer. "Come on, get up! You'll be in a better position to blast them from above!"

DM Downrightamazed |

The young ones struggle to get Cassandra up and situated in front of Brook, but they succeed. Brave little Sarish eyes the Warden Jacks balefully and at the last possible second gives a single mighty push with his wings and flies all three of them to safety high in the northeast corner of the Promenade.
Karthan: gotcha. I thought that was a bit small.
Initiative Reminder and Adjustment (took off the skeletons):
Maiathreen: 29
Karthan: 28
Livain: 27
Jorzan: 23
Captain Lamorak: 21
Feral Boy: 19
Monster: 18
Warden Jacks: 17
Belsarious: 16
Min/Lin: 10
Kelne: 8
Aylaeth: 7
Gray: 6
Zan: 5

DM Downrightamazed |

DMPCing Monster and Boy, as Graham is off doing Christmas-y things with family.
The boy shakes his head to clear it and straightens his too-big-for-him-anyway helmet and walks over to his Monster. He looks at Monster's fur, matted with his own blood, and starts petting his friend, whispering a soft and surprisingly melodic little song to him, the words to which are completely incomprehensible.
After being healed, the monster smiles a big toothy grin and grunts. He pats the boy on the head with great care, then takes a single step back. He looks at Captain Lamorak's outstretched hand, then at Karthan. Putting two and two together the great furry outsider easily hoists Karthan up and sets him gently into Keythan's saddle. "HRUMPH! Fiery man ride with new friend! Melt bad sharp stones!"
Round 4, initiative 19 and 18
HP 31/53 AC 23
Boy:
5' step to J6
SA: cast Rejuvenate Eidolon: 1d10 + 5 ⇒ (1) + 5 = 6
Monster:
HP 24/35 AC 18
5' step to G-8
FAA: pick up Karthan and put him in the saddle with Captain Lamorak

DM Downrightamazed |

Unfortunately, as this is happening, the Warden Jacks have pulled in their spikes and rolled around the Promenade again, using their quickness to chase down those attempting to flee. Monster just finishes placing Karthan up out of harm's way when tens of thousands of razor-sharp spiked balls of metal hammer into his legs and feet, gouging out great chunks of flesh and eliciting a mournful cry of pain from the creature. Boy's eyes get big and he is about to help when a swarm descends on him, too, tearing into his young and tender flesh with equal visciousness.
Maiathreen, Gray, and Kelne all suffer similar fates as the malevolent little construct swarms seek to demolish them from the ground up, slicing open their feet and ankles and calves; whatever they can reach.
Mai if you didn't land then ignore this, obviously, but I thought you had landed to attack the skeleton.
Round 4, Initiative 17 - Warden Jacks
FRA: move and spike
Damage to Kelne: 1d6 ⇒ 3 + 1pt. Bleed
Damage to Gray: 1d6 ⇒ 2 + 1pt. Bleed
Damage to Maiathreen: 1d6 ⇒ 5 + 1pt. Bleed
Damage to Feral Boy: 1d6 ⇒ 4 + 1pt. Bleed
Damage to Monster: 3d6 ⇒ (5, 5, 2) = 12 + 3pt. Bleed
Warden Jack Swarm:
AC: 21/20/19
HP: 30 (per 5ft. square)
Saves: F/R/W 1/3/1
CMD: n/a
Bel, I believe, is still engaged with unraveling the mysteries of the dragonsingers' magic, so Min and Lin are up!

Kelne |

With no way of hurting the cursed swarm, Kelne settled for getting out of the way so one of the spellcasters could swat them. Extricating himself from the swarm, he headed for the northern tapestry, sheathing his sword as he went. If he could just get a bit of time uninterrupted, maybe he could get at that pocket dimension.
Moving to U6.