
Duardlara Frostborn |

"Venja! Have you any magic not susceptible to natural resistance? If it would be resisted, the golem is immune, but there are spells that should still work..."
Hoping to demonstrate, Duardlara moves (to M16) and casts acid splash at the golem.
Ranged Touch Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d3 ⇒ 2

DM Variel |

Duardlara tries to demonstrate how to hit the golem and affect it with a spell but acid splash was a little off on its targeting and flies into the clouds in the back of the room.
Jetro fires again after moving forward but can not pierce the defenses of the golem and the arrow simply shatters against it.
Everyone else up. Greta is freed last turn so hopefully she, Beck, Sheelah and Helgash can put some hurt on the thing.
1d4 ⇒ 3

Venja |

"I'm fairly tapped of most magic for the day, but perhaps i can summon something that can at least provide flank for someone."
She begins casting summoning spell.

Beck Tavis |

WOuld Beck's Barkskin still be up from the start of the crawl? Lasts an hour from when we found the tetering house in the tree
and beck takes the shape of a Lizardfolk and 5'steps to H:20
Sheelah tries to make contact with the creature with tooth and claw
bite: 1d20 + 6 + 1 + 2 ⇒ (9) + 6 + 1 + 2 = 18
for 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
claw: 1d20 + 6 + 1 + 2 ⇒ (3) + 6 + 1 + 2 = 12
for 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
claw: 1d20 + 6 + 1 + 2 ⇒ (16) + 6 + 1 + 2 = 25
for 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

DM Variel |

I lost track of the time myself so will say it is up still Beck.
Jetro pulls his hammer and moves up to where he will be able to provoke and assault the golem next turn but is not open for a counter attack as he moves. Beck moves into position to flank with Sheelah as she begins to flail at the bone golem. Both claws just scratch the bone but the bite is able to get a hold of the leg as her sharp teeth are able to score some minor damage but nothing too substantial.
Helgash moves into the combat along with Greta as they unleash their attacks hoping to bring down the golem.
Helgash 1d20 + 7 ⇒ (6) + 7 = 13 for 1d8 + 12 ⇒ (2) + 12 = 14
Greta 1d20 ⇒ 19 for 1d12 + 1d12 + 13 ⇒ (9) + (3) + 13 = 25
Helgash is unable to hit the golem but Greta is able to land the first real solid blow. Part of the damage is still resisted but it was enough to cause a crack in the femur.
Almost surrounded by foes the bone golem is finally able to act fully as the slow effect has worn off. He focuses on Greta who did the most damage last time with 2 slams and a bite attack
bite 1d20 + 14 ⇒ (17) + 14 = 31 for 1d8 + 4 ⇒ (4) + 4 = 8
slam 1 1d20 + 14 ⇒ (7) + 14 = 21 for 2d6 + 4 ⇒ (1, 4) + 4 = 9
slam 2 1d20 + 14 ⇒ (3) + 14 = 17 for 2d6 + 4 ⇒ (4, 1) + 4 = 9
All 3 of the attacks hit her leaving her reeling as she makes to retreat and take some cover and get some healing hopefully from someone.
Good guys up

Venja |

Venja moves up and summons a celestial dog and places it so it flanks with Helgash... and it attacks
to hit: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
dmg if hits: 1d4 + 1 ⇒ (2) + 1 = 3
Then she extends her hair and taps Greta, healing her.
healing hex on Greta: 2d8 + 6 ⇒ (3, 1) + 6 = 10

Jetro Clampett |

HP 30/57
AC 19
Spells in effect:+2 Saves vs. Cold +5 Survival, -2 perception to hear when hatflaps pulled down.
Jetro 5'steps up and bashes with his hammer
Adamantine Hammer: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 3 ⇒ (4) + 3 = 7
Adamantine Hammer: 1d20 + 5 ⇒ (18) + 5 = 231d8 + 3 ⇒ (2) + 3 = 5

Duardlara Frostborn |

Duardlara tries to maneuver for a clear shot and flings another acid splash at the construct.
Ranged Touch Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 Bless
Acid Damage: 1d3 ⇒ 2

DM Variel |

Venja summons a dog that while ineffective at harming the golem itself does start growling and yipping causing a distraction and allowing Helgash to gain a flanking partner. Venja then hurries over and heals Greta relieving some of the damage that she just took.
Jetro, warhammer in hand, wades into the fight. His first swing is wide as he adjusts to the weight of the hammer so used to the bow is he. His second swing is right on as it lands squarely on the hip. The combination of adamantine and bludgeoning does the trick as it bypasses its DR.
Duardlara aims a glod of acid and smiles as the acid burns into the bony surface causing some damage.

Helgash |

Guys, apologies for this long period without posting - it was all family time ;)
Greta heals 5 from Life Link, as well as Sheelah - Beck, are you injured? You will also heal 5 if your hp are below max-5. Helgash takes 15 (or 10) damage.
Listening to Duardlara, and absorbing the pain from his companions, Helgash again sheds a soft healing glow all around him.
Channel save DC16: 2d6 ⇒ (2, 4) = 6
His companion's and his own wounds are mend by the power of Iomedae as the Paladin smiles - "We stand fast then! Take it down!"
Total Healing roster:
Helgash heals 6+2+2=10hp
Greta heals 11hp
Sheelah heals 11hp
Beck heals 11hp (see above)
All others heal 6hp

Greta Silvermane |

Greta grits her teeth at the onslaught from the golem, but feels also the healing power mending her wounds - first from Venja, and then from Helgash.
With a bloodied smile, she roars and continues assaulting the creature - "Very well!"
Variel, I don't think she would have retreated - even after the onslaught, she would still be at 22hp. After the healing received, she goes up to 43. In any case:
Vital Strike: 1d20 + 11 - 2 + 1 ⇒ (9) + 11 - 2 + 1 = 19
Damage if it hits: 2d12 + 7 + 3 + 3 ⇒ (7, 4) + 7 + 3 + 3 = 24

DM Variel |

I must have missed a healing as I had her below her threshold when I had her retreat. You are right though that she would enter back into the fray.
Helgash channels energy again keeping the bone golem from swiftly attacking and slowing its speed greatly. Greta uses this to her advantage as tries to capitalize on the opportunity presented to her. Unfortunately she is not able to strike true enough to hit the golem and doo any damage.
The Bone golem surrounded and outnumbered takes a swipe at Jetro as Jetro was able to hit him and bypass its damage reduction.
slam 1d20 + 14 - 1 ⇒ (2) + 14 - 1 = 15 for 2d6 + 4 ⇒ (3, 3) + 4 = 10
The golem swings mightily as well but Jetro ducks in time and brings the hammer up once again.
Good guys up
1d4 ⇒ 2

Jetro Clampett |

HP 36/57
AC 19
Spells in effect:+2 Saves vs. Cold +5 Survival, -2 perception to hear when hatflaps pulled down.
As for your present everyone gets a 1 time use surge of d6 to add to any d20 roll.
Jetro swipes again at the golem
Adamantine warhammer: 1d20 + 10 ⇒ (8) + 10 = 181d8 + 3 ⇒ (2) + 3 = 5
Adamantine warhammer: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 3 ⇒ (1) + 3 = 4

Venja |

Venja's celestial dog continues to harry the golem, providing some flank.
to hit: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
dmg if hits: 1d4 + 1 ⇒ (1) + 1 = 2
Venja just stays out of the creature's reach and readies to heal anyone who needs it by using her hair to reach out and touch.

Duardlara Frostborn |

"Venja, if it speeds up again, your healing should work to slow it, too."
Steeling herself visibly, Duardlara draws the enchanted short sword and tries to tumble into a flanking position with one of her friends.
Acrobatics: 1d20 + 10 ⇒ (4) + 10 = 14 Ouch, that can't be good.

Venja |

"I can only affect it once, but I of course will do so if it speeds up again."

Beck Tavis |

Seeing the hammer cracking bone while his blade was not tending well...
club: 1d20 + 8 - 1 + 2 ⇒ (1) + 8 - 1 + 2 = 10
For 1d6 + 6 ⇒ (6) + 6 = 12
Been power attacking with old stats for Sheelah
Attacks magic and bludgeoning
Bite: 1d20 + 6 - 2 + 1 + 2 ⇒ (9) + 6 - 2 + 1 + 2 = 16
for 1d6 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12
Claw: 1d20 + 6 - 2 + 2 + 1 ⇒ (7) + 6 - 2 + 2 + 1 = 14
for 1d4 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8
Claw: 1d20 + 6 - 2 + 1 + 2 ⇒ (17) + 6 - 2 + 1 + 2 = 24
for 1d4 + 2 + 4 + 1 ⇒ (4) + 2 + 4 + 1 = 11

Helgash |

Do we have a map? I am assuming at this point we somehow all have flanking on the golem? :D
Helgash wades forward with the adamantine sword in hand, healing himself and swinging as hard as he can at the golem - "Down monstrosity!!"
Swift LoH: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Adamantine Longsword, flank: 1d20 + 10 + 1 + 2 - 2 ⇒ (7) + 10 + 1 + 2 - 2 = 18
Damage if it hits: 1d8 + 6 + 3 + 3 ⇒ (8) + 6 + 3 + 3 = 20
Again Greta, Sheelah and Beck will heal 5, if they are below maxhp-5 (Please let me know if you have used this healing or not guys, come on - it is important to know how much damage I take)

Duardlara Frostborn |

Helgash: The map is on Variel's status line. I think it was your idea to put it there. ;-)

Duardlara Frostborn |

Looking at the map, Duardlara will try to circle around to the 'north' side of the golem to grant Helgash and Greta the flank.

Beck Tavis |

Sorry Helgash, Beck only needed 9HP. so he took 5 healing and the channll.
SHeelah on the other hand has taken the full 16 and is at 30 so she's good. You took 10 from linking sheelah and 5 from Beck. Thanks super muchley!

DM Variel |

Sheelah manages to get a claw to sink in and catch on some bony protrusion. The result. Is her almost wrenching the femur off the golem. Greta, healed and revitalized wades in again and uses the flank provided to lay down a heavy blow. Jetro continues to bypass the golems defenses as his adamantine weapon shatters a kneecap. Helgash with aid of the flanking partner in the form of a dog and Duardlara settles the combat by landing e killing blow reducing the bine golem to nothing but crumbling bits of bone. As the noise of the bones quiets down you all can see the kikamora from the other room watching in wide eyed astonishment.
Duardlara I did not take the Aoo as it wasn't going to matter as the golem was going to be destroyed anyhows. Good thing Helgash was able to get that flank bonus though. The bone golem had DR 5/ bludgeoning and adamantine.
P.S. You all level up!!

Venja |

yay for a level!!!!thank you!

Beck Tavis |

Yeah. Sure is! Sheesh. Good job girl! You got a tasty bone?
. . .
Huh, some of these are actually kinda interesting... Beck says looking at the scattered parts and pieces of the creature.

Venja |

The dog poofs out of existence after a few rounds of gnawing on fallen bones.

Helgash |

My bad Duardlara, I had looked at it, but followed the 'Winter map update' instead of the 'Inside the Hut Wrath map update' :P
Level up! Sweeeet!"
"Well done to all of you my friends" - Helgash smiles as his friends continue to recover from their wounds.
Greta and Sheelah heal 5. Helgash takes 10 and drops the Life Link on Beck, placing it on Jetro.
The paladin then heals himself, his body glowing softly.
Cure Moderate: 2d8 + 4 + 2 + 2 ⇒ (8, 1) + 4 + 2 + 2 = 17

Duardlara Frostborn |

Duardlara crouches down, elbows on her knees, as the short sword dangles from a loose grip. She shudders.
"My impetuousness could have cost us dearly. I am so sorry - I completely did not understand our new friend's warning for what it was."
LEVEL!!!!!!

DM Variel |

Although the bone golem is defeated the kikamora is still not willing to enter into the room. She watches you all wondering what you plan on doing next. She does offer up a celebratory whoop though. Wow, I thought for suer one of you was going to die and be added to the pile bones.
FYI, there are no other combats in the Hut right now that is why you are leveling up. There are still rooms to explore and stuff to figure out but thought the level now might help with skill checks.

Beck Tavis |

"Heh, No worries, D'lara! we managed alright thanks to Helgash and Greta taking the brunt of the beating and bashing the thing. And Jetro's Hammer too, that was impressive pal! Beck manages, distractedly sifting through the piles, looking at the bones, picking several up to examine. Yeah, there's some good bones in this pile tho
Lets take us a good look-see around tho. Any remnants of the Witches work here? beck asks the Kikamora.
He starts making a circle of the bones, and taking the bits of sinew and some of his own supplies and ties bone together setting up tetras and and tossing mistletoe around in piles as Cheelah gnaws on the femur she was was clawing at contentedly.

DM Variel |

Please call me Zorka. The kikamora smiles broadly at you with apparently having already forgiven your offense at blinding her before, such is the capricious nature of fey. The witch who left that bone thing in there didn't do much but said a name over and over and then looked behind those cloud things back there. She would wait a bit and watch the floor then and leave to come back another day.

Duardlara Frostborn |

"Zorka. Pleased to meet you. I am Duardlara, or as you heard Beck call me, D'lara is acceptable. What name did the witch keep saying, if I may ask?"
Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Venja |

Venja was about to ask the same question, so listens carefully for the answer and wracks her brain for any indication of what might be behind the cloud things and on the floor... if she needs to, she'll go look at them (the area behind the clouds and the floor), but not without an escort of someone stronger and more martial, just in case.

DM Variel |

Illarion Matveius. Then she would watch and look for the owner of that name. Then once she spotted it then she would go back behind the clouds. She did that for quite a while but a few weeks back stopped saying that name. The new name she said was Radosek but even that stopped 2 weeks ago.
What are you searching Duardlara with your perception check. Also those that want to now that you have time can give me a Spellcraft check for the floor and also one for the clouds if you go back there.

Duardlara Frostborn |

It was a general reconnaissance of the room to determine if there was some place she wants to search more thoroughly. She will study the floor and the clouds with Venja.
To the allies, "Those names, are they familiar to you? If this is a crystal ball of sorts, maybe we can see how fares Variel. As a test. Maybe we should try those same names."
Spellcraft to determine magic item properties, floor: 1d20 + 15 ⇒ (3) + 15 = 18
Spellcraft to determine magic item properties, clouds: 1d20 + 15 ⇒ (20) + 15 = 35

DM Variel |

Duardlara you study the floor and with Venja look at the clouds as well. The floor seems beyond your ability to figure out magically but with detect magic you know it has divination properties. The longer you look though the more you realize that he floor is a map of Irrisen complete with towns, villages, and even extremely tiny dots that you conclude are people. While the dots are too small to determine what type of creature or who it you can still see if large masses of creatures are in one place. Finding Whitethrone you se a constant flow of dots moving too and fro in the streets.
the clouds though are a real mystery until you go through them. As they envelop you, you get a 'feel' for the magic and realize that the clouds are really just a crystal ball that is usable 3 times a day. It dawns on you as well as you analyze it that it is restricted though. Only those people that are within Irrisen can be scryed upon in this fashion.

Beck Tavis |

Well, that's impressive! Beck syas, as the arcanists discuss the scrying-clouds.
Think you can use them to track down the witch-queen when I'm done here? he asks as he makes a few adjustments to his bone-alters, now that he realizes that he'
s standing on a map, moving things to correspond to various natural loci represented therein.

DM Variel |

Seeing as Duardlara and Venja are busy looking at the map and the clouds, and Sheelah and Beck are doing some strange ritual with bones and locations on the map, and Helgash and Greta are staring deep into each others eyes at the moment (creative license with him being gone lol), Zorka looks to Jetro and motions him back into the room that she was waiting in. Once he gets there she looks a little sheepishly at the floor before gathering herself again. Reaching into her apron she pulls out a wooden bowl and what looks like a chicken egg only 4 times the size. Sorry I tried snatching these. You have shown your allegiance to my Master and defeated the guardian in the other room. Please take these. She hands them to you reverently as if they were great jewels of immaculate worth.
As you take the items from her you brush against her hand. At the touch you are inundated with knowledge of the true meaning behind the egg and bowl. These, when used properly together, are the controls for using the Hut. Jetro you also get the sense that Zorka can easily control the Hut if properly persuaded and respected.
Approximately 15 feet tall and 15 feet square, this crude
hut sits atop a pair of gigantic chicken legs that when not tucked beneath the structure at rest idly pick and scratch at the Hut's surroundings. The life like legs aren't the only thing that makes the hut remarkable however. The small buildings only door opens into a room that can be significantly larger than what the structure can naturally contain, for the hut possesses countless configurations of extradimensional rooms that change depending on the hut physical location. Nothing that transpires outside of the hut has any effect on those inside.
Defensive Abilities:
At its most basic level the Hut is a unique CR 17 construct. A creature inside the hut can command the structure to move, attack, use its special abilities, or immediately perform any other function it is capable of by emplying the Dancing Hut's unique controls, The egg and the wooden bowl. Both teh bowl and egg can be destroyed but manifest again in a random location in the Hut's current configuration after 1 hour. Any creature that makes a Use Magical Device check DC 30 can command the Dancing Hut. Failing this check casues the hut to dance erratically potentially trampling creatures nearby. the Dancing has not effect on creatures inside the Hut. To change the orders to the Hut requires another DC 30 check for each change in orders. TheHut can be commanded simple standing commands to follow such as to attack any humanoid that approaches, patrol and area, head in a certain direction, flee if damaged. It can not be assigned commands that require it to follow multiple instructions, recognize specific individuals, or seek a specific location.
Transportative Abilities:
The Dancing Hut can physically move on its own but it also possesses the ability t slip between planes and even travel to other planets, carrying any inside the hut with it. This remarkable ability is activated using the cauldron within the Hut, which links the hut to countless-maybe even infinite- locations across the planes. To use these transportative abilities a creature must stand before the Hut's cauldron, place 2 ingredients inside and stir the ever bubbling stew within. This process is a full round action though finding the ingredients might take much longer. The 2 ingredients act as keys to specific destinations and each destination require 2 unique keys. Each key always appears to be a relatively normal item located inside the Hut. Keys can be removed from the Hut but are deactivated upon leaving. Unless specifically deactivated while in the Hut the keys will reactivate upon entering the Dancing Hut. Upon using the keys they disappear and appear again 1 hour later withing the Hut. At each new location the interior layout of the Dancing Hut changes although every layout has a cauldron and the Hut's controls. When the Dancing Hut changes is layout the other layout still exist but are inaccessible from within the hut itself. Spells such as plane shift allow passage between the different layouts.

Venja |

"That sounds like a great plan... let's depart...and soon before these guards come after us.. and try to chain the hut again."