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Oh, didn't realize that was for me...
Kaze Saves: 4d20 ⇒ (6, 19, 16, 18) = 59
Cookie Saves: 3d20 ⇒ (4, 19, 1) = 24
Kaz makes all of his and Cookie fails twice. She takes 27.
Kaz will try to heal Cookie.
6d20 ⇒ (8, 2, 3, 10, 17, 8) = 48
6d8 + 6 ⇒ (2, 7, 2, 1, 2, 5) + 6 = 25

GM Tektite |

Following the stairs, you descend to the north, you find sleeping rolls, ragged tents, and scattered tools cover the floor space of an earthen chamber. Carved stairs exit upward to the south and downward to the north. About 15 slaves linger in this area, though none look directly at the party, all keeping their heads down and attending to their own business.

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Shahorn's teeth clench at the sight of this group. As he goes, he stops by the largest cluster. In hushed tones, "Fret not, we are here to get you out. What is known of your... masters?" The last word issues as venomous from his mouth.

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With a grin and a nod, Shahorn pats that slave on the shoulder. "That's a lad."
Details would have been better, but confidence to speak up is a start. Maybe he'd like a job on the Legacy.
Just realized Shahorn doesn't have any skeleton keys.... Will definitely need to change that.

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True, but too loud while we're trying to get the jump on others.
In a quiet speech, Shahorn looks to the nearest slaves. "This tyranny will be lifted soon. Rest now and save your strength. When we leave, it will be quickly. Tell your neighbor and pass it down. Tonight you will dine as freemen."[/cliche]

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"Well, we are here for several reasons. The first is to find the reason as to why certain artificial constructs - the Brass Guardians - have gone berserk in the city of Alkenstar, as well as who chose to subvert their behavior. This mineral that you mine - eidite - seems to be one likely candidate for the erratic behavoir. At least, we have observed a machine go mad when your taskmasters thrust a chunk into a construct's body. We still have no idea what grudge the ogres, orcs and ettin bear against Alkenstar - or if they merely serve at another's pleasure."
"Second, we seek one Master Arvanor, another who came before us seeking answers as to the source of the construct's malfunction."
"Third, we hope to free the lot of you from your fetters - a recent goal but one we hope you'll appreciate. We've gone to great lengths to eliminate most of those keeping you as slaves on this level of the mine, and we'll finish the job before the day is through."

GM Tektite |

The halfling listens, then nods and motions for the party to take seats and even provides each of you with a recently brewed cup of purplish mushroom tea. Eyeing you with an appraising eye, he ask. "Seeing that you already taken out the Splitta' and some of his ogres, would you all be amenable to helping us slave escape?"

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Shahorn politely declines the tea and looks toward the direction in which Rouva went. "I do not have any picks or keys on me currently. Just a way to break the chains, which I shall do as soon as we have ensured there are no more ogres or ettins or anything else to hinder your withdrawal. Trust me, no one among us would rather see you free more than I. But we must be smart. What use is it to free you all if our foes will only catch you again?"

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"Physical fetters pose no real challenge for my particular talents, but my companion has a point. We should be able to summon a ship that floats through the air - an Alkenstar contraption - to return you to civilization, but it may be a day or two before it arrives and we rather want to ascertain a few more clues in the meantime."

GM Tektite |

The halfling shrugs, as if resigning himself to slavery. "Aye, tis' a bit 'o sense you make. Just don't ferget us." Showing to the north, he points out a supply room and another set of stairs, leading back down. In the supply room, the shelves are mostly stocked with pitiful excuses for sustenance, but after careful examination, you find several magical and alchemical items, comprising of a pair of sniper goggles, a bladed belt, six potions of cure serious wounds, and 3 doses of purple worm poison.
Taking the northern stairs, you descend to what appears to be punishment chambers. Filth and detritus, including several battered humanoid skulls, cover the floor of each of these carved out chambers. A pair of portcullises segregates each of these putrid rooms from the rest of the cavern.
Each room contains a chained up slave. In the nearest chamber, a halfling nods and smiles weakly. "Hullo, name's Waldat....." He says, somewhat maniacally. In the next room, a Vudrani man lay crumpled on the floor. The halfling whispers again. "Hurry! You have to get me out of here! They plan to kill me!" Looking to the south, he gulps. "Oh boy...." Following his gaze, you see a brawny creature, its skin completely flensed from its form, revealing the violent pulsing of its massive, exposed muscles, moving toward you.
L: 1d20 + 1 ⇒ (10) + 1 = 11
K: 1d20 + 1 ⇒ (1) + 1 = 2
M: 1d20 + 1 ⇒ (9) + 1 = 10
S: 1d20 + 3 ⇒ (13) + 3 = 16
E: 1d20 + 9 ⇒ (4) + 9 = 13
Initiative:
Shahorn
Creature
Lumikello
Marduk
Davo
Kaz
As the creature nears, you all feel a wave of despair wash over you. DC 26 Will or shaken for 5d6 ⇒ (5, 2, 3, 2, 5) = 17 rounds.
Shahorn is up!

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It's Shahorn! =P
Will: 1d20 + 8 ⇒ (4) + 8 = 12
Wolf: 1d20 + 4 ⇒ (19) + 4 = 23
As the feeling of despair washes over him, Shahorn moves his mount closer so he may swing at this thing. If the guy takes an AoO, quickly take cover with the mount, then move to right self before attacking. I think action economy allows that?
PA + VS: 1d20 + 17 - 2 ⇒ (7) + 17 - 2 = 22
2d6 + 22 + 2d6 ⇒ (1, 2) + 22 + (5, 2) = 32 +3 adamantine greatsword

GM Tektite |

AoO: 1d20 + 27 ⇒ (18) + 27 = 45
Damage: 3d6 + 11 ⇒ (1, 6, 1) + 11 = 19 And bleed; 1 Con Drain
Shahorn spurs Shadowpaw toward the hulking brute, getting swiped by a massive clawed hand, despite using his mount for cover! Swinging his blade at the creature, he misses!
Attack vs Shahorn: 1d20 + 27 ⇒ (7) + 27 = 34
Damage: 3d6 + 11 ⇒ (4, 1, 2) + 11 = 18 And bleed; 1 Con Drain
Attack vs Shahorn: 1d20 + 27 ⇒ (19) + 27 = 46
Damage: 3d6 + 11 ⇒ (6, 6, 3) + 11 = 26 And bleed; 1 Con Drain
Rend on Shahorn: 3d6 + 11 ⇒ (6, 5, 2) + 11 = 24 And bleed; 1 Con Drain and DC 25 Fort to resist being skinned alive. (1 Con drain per round)
Crit Confirm vs Shahorn: 1d20 + 27 ⇒ (16) + 27 = 43
Crit Damage: 3d6 + 11 ⇒ (5, 4, 5) + 11 = 25
The creature attacks Shahorn, tearing into the ranger with its claws, rending flesh and trying to remove his skin!
I believe 88 damage, 4 Con Drain, and need a Fort Save vs being skinned alive...
Party up!

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fort: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16 Ouch!
shirt reroll? not used this section I think?: 1d20 + 13 - 2 + 4 ⇒ (5) + 13 - 2 + 4 = 20
At least the dice are consistent

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Ouch. Any gnomes out there that can tell us what this thing is?

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Between the AoO and full attack and con drain, pretty sure I'm down.
-Posted with Wayfinder

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Could this be the end for the intrepid sailor? Tune in later today for the failed saving throws and mayhem!
-Posted with Wayfinder

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about to fly. Song as swift action. loremaster to get a 42 on religion. Open spoiler
Davo will begin naturalist, pull a rod of threnodic spell and cast calm emotions. DC 20 will
will: 1d20 + 18 ⇒ (3) + 18 = 21

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The usual: Resistances, immunities, and DR.

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Kaz guides Cookie forward, rapier drawn. "Don't flay me bro!"
I'll ride for cover vs the AOO and Cookie will bodyguard it so my AC vs the AOO will be 45. Kaz will just challenge it too!
PA, CE: 1d20 + 19 ⇒ (8) + 19 = 27
1d6 + 17 + 13 ⇒ (1) + 17 + 13 = 31
Sonic: 1d6 ⇒ 1
Cookie Hoof: 1d20 + 16 ⇒ (3) + 16 = 19
1d6 + 6 ⇒ (3) + 6 = 9
Sonic: 1d6 ⇒ 4

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i would like special attacks instead of resistances. Tell me about the skinning thing. Also, I cheated in my rush - no swift action for the song this turn, so no naturalist, no sonic

GM Tektite |

Seize Skin (Su) Whenever an ecorche damages a target with its rend ability, the target must succeed at a DC 25 Fortitude save to resist being skinned alive. Those who fail the save become staggered and take 1 point of Constitution drain per round. Both of these effects are permanent but can be removed with a regenerate or heal spell (or 1 round of regeneration). The ecorche can use its wear skin ability to don a skin stolen in this way as a full-round action. The save DC is Dexterity-based.
Special Attacks bleed (1 Con drain), rend (2 claws, 3d6+11 plus bleed and seize skin)
Defensive Abilities channel resistance +2; DR 15/good and silver; Immune acid, undead traits

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"Dear god... might I suggest hit and run tactics from our intrepid warriors. Don't stand and fight. Shahorn is lost to us in the moment, unless someone can procure a means of heal or regenerate. Good and silver gentlebeings, no acid!

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Whoa, that’s gnarly. DC 25 fort save or die unless the party has a regeneration or heal on hand. =(
Marduk conjured a lance of flame through the massive undead’s midsection. ”Burn abomination!”
Empowered Burning Arc: 10d6 + 26 ⇒ (6, 6, 5, 4, 5, 4, 6, 3, 3, 2) + 26 = 70 * 1.5 = 105 reflex 16 for half.

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True but certain people hate giving up full attacks. I'm not going to name any names. Not getting skinned to death may be enough incentive.

GM Tektite |

Don't forget, the bleed of 1 Con drain is ongoing as well, though can be stopped with any healing or DC 15 Heal
1d20 ⇒ 12
Marduk fires a burning ray at the undead, burning it, but it manages to avoid some of the fire!
Attack vs Kaz: 1d20 + 27 ⇒ (19) + 27 = 46
Damage: 3d6 + 11 ⇒ (2, 5, 2) + 11 = 20 1 Con Drain
Attack vs Kaz: 1d20 + 27 ⇒ (5) + 27 = 32
Damage: 3d6 + 11 ⇒ (4, 5, 1) + 11 = 21 1 Con Drain
Crit Confirm vs Kaz: 1d20 + 27 ⇒ (18) + 27 = 45
Extra Damage: 3d6 + 11 ⇒ (5, 2, 1) + 11 = 19
Rend: 3d6 + 11 ⇒ (4, 5, 4) + 11 = 24 1 Con Drain DC 25 Fort or be skinned!
The undead tears into Kaz, and begins trying to skin him as well!
Party up!
I think that's going to drop Kaz, as well. 26 + 20 + 21 + 19 + 24 = 110 (121 hp - 4 Con Drain = 121 - 26 = 95)

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Davo begins haste and a long-winded lecture regarding imminent death.
He also spares a moment to speak a liberating command for the poor bound soul on the wall. escape artist at +20 for random npc
Naturalist and haste. Effect tracking sheet up to date, I think(?)

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Kaz can get bodyguarded by his mount so that second one won't hit (and the rend won't trigger). The crit certainly still hurts.

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Yea, Cookie will bodyguard the normal hit.
Bodyguard: 1d20 ⇒ 8
Kaz will focus on not dying.
CE, PA, Fight Defensively: 1d20 + 16 ⇒ (19) + 16 = 35
1d6 + 30 ⇒ (2) + 30 = 32
Sonic: 1d6 ⇒ 1
CE, PA, Fight Defensively, Confirming: 1d20 + 16 ⇒ (6) + 16 = 22
Extra?: 1d6 + 30 ⇒ (3) + 30 = 33
CE, PA, Fight Defensively: 1d20 + 16 ⇒ (8) + 16 = 24
1d6 + 30 ⇒ (1) + 30 = 31
Sonic: 1d6 ⇒ 2
CE, PA, Fight Defensively: 1d20 + 11 ⇒ (13) + 11 = 24
1d6 + 30 ⇒ (5) + 30 = 35
Sonic: 1d6 ⇒ 4
CE, PA, Fight Defensively: 1d20 + 6 ⇒ (13) + 6 = 19
1d6 + 30 ⇒ (6) + 30 = 36
Sonic: 1d6 ⇒ 5
AC is 32 + 1 + 3 + 4 + 2 = 42 Cookie can bodyguard for 5 more and worst case I can ride for cover. Please kilt it.

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Marduk boggles at Kaz's foolishness and then conjures another bright arc of flames.
Told you so!
Empowered Burning Arc: 10d6 + 26 ⇒ (6, 5, 1, 4, 1, 4, 1, 4, 2, 5) + 26 = 59 * 1.5 = 88 reflex 16 for half.

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Not that it matters...
Stabilize check last round, DC 15: 1d20 ⇒ 10
Stabilize this round, DC 16: 1d20 ⇒ 12
And that's 2 more Con drain, so another 13 points, so that's death. Think that's only the second time this character has died. Shame. Ah well! His ghost will watch on, even as his body reanimates as an undead thing! Or not. But one can hope!