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Holan-Ji swings back around the fencing to grab the wand he dropped before "chasing" the freed quick into the forest.
He fights with the undead-tainted animal instinct within him to keep from giving in to the desire to actually feed. Damn, Maria was right. They do smell good. Okay, think o' something else. The smell of a woman. Oh, yeah, that monkey-girl in Katapesh that smelled like vanilla all the time. Yeeeahh, she was fun. Athletic, acrobatic, cute, shy. And dear gods she could put away her weight in food every meal.
He continues reminiscing about that fantastically hedonistic week in Katapesh with her until they all arrive at the Pharasmin's camp.
I think that worked. I'm not jonesin' for human any more,' he realizes happily. Buuuut, now I'm thinkin' about other things," he laments as he sees Hep from behind, bent over and then standing up with a pair of manacles in her hands.
NO NO NO NO NO NO! Bad thoughts! Bad Tiger! No messin' with teammates!
Hehe. You grow soft, kitten, that voice chuckles in Holan-Ji's head. They are not equals. You are the Alpha. They are your pride, your harem.
Hey, get lost, you, he replies gruffly, trying to chase the inappropriate thoughts of Hep, Effie, and Maria away along with the voice of the up-to-now absent tiger god. Besides, Tiger's don't have prides, you moron.
If you say so, and Holan-Ji can swear he hears a smirk in the voice. But you are more than that. And them, it trails off leaving him alone with his thoughts of women both far and near, and food, also both far and too near.
He shakes his head to clear it and heads towards where the others are talking to Kuryn. "I'm Holan-Ji," he says simply. "No hard feelin's, right?" he asks the female warrior in Yellow trimmed armor. Damn it. Why's she gotta smell like one o' Mama Maquita's lemon-poppy seed muffins?

GM Ladile |

Kuryn's expression shifts to one of intense regret and sorrow.
"I suspected as much," he sighs. "I'm afraid I bear ill tidings. We encountered your colleagues maybe two weeks ago, about a mile south of Corpselight. Thinking they were undead abominations, we...dispatched them. Only after did the magic shrouding them fade and their bodies become that of normal, formerly living men and women. Unfortunately, I did not have the power nor the resources to raise them from the dead."
"We buried them where we encountered them," Kuryn goes on to explain after a moment's pause. "The ground was consecrated, as well. It was the best we could do for them under the circumstances and I pray to the Lady that it was enough."

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"Well, crap. This is why we look for non-violent solutions before we start shooting" Effie rasps, her undead voice rattling and making it hard to know if she's angry, sad, or angry-sad.
"What about their gear, Kuryn? Did you check it? Bury it with them? We're looking for a book that's too dangerous to be left in Geb. We need to know if our colleagues found it, or any clues to its location."

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"It might have been a tome or a set of scrolls or even engraved tablets or metal plates," Zithembe adds, his ghoulish features inscrutable in regards to his feelings about the slain Pathfinders.

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Maria doesn't hide her... anger?
She hisses, "Pharasmanss, so quick to judge. So quick to kill what they do not undersstand. I have been to the boneyard. I have watched the process. Perhaps you will be forgiven. Perhapss not."
The elf releases a long breath from her nose and her tension lowers, "But you have shown some capacity for learning, by staying your hand with us. Now then, if we are unable to find the item we seek with their bodies, which will greatly aid your fight by the way, do you have any suspicions about where we could find any ancient manuscripts around here?"

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"Judge them too harshly, you may be." The Grandfrogger's raspy voice is flat, as though he is discussing the weather rather than the deaths of colleagues. "Mistakes, we all have made. Atone for them, we do not always have the opportunity. Bring them home, we might still be able to."

GM Ladile |

"What about their gear, Kuryn? Did you check it? Bury it with them? We're looking for a book that's too dangerous to be left in Geb. We need to know if our colleagues found it, or any clues to its location."
"It might have been a tome or a set of scrolls or even engraved tablets or metal plates," Zithembe adds, his ghoulish features inscrutable in regards to his feelings about the slain Pathfinders.
"But you have shown some capacity for learning, by staying your hand with us. Now then, if we are unable to find the item we seek with their bodies, which will greatly aid your fight by the way, do you have any suspicions about where we could find any ancient manuscripts around here?"
Kuryn pales in response to the (understandable) outrage from some of you, but does not waver. "You understand that your situation and that of your fellows isn't something we encounter every day here, yes? If anything, this only makes our task more difficult - must we wonder about the true identities of every single creature that appears undead? You're all clearly experienced enough to know that hesitation on the battlefield can and often will go poorly."
There's an uncomfortable pause; the young acolyte to whom Holan-Ji had spoken tenses as though ready for hostilities to break out once again. But then Kuryn sighs. "At any rate, what's done is done but we will do what we can to help you finish your own mission. Before we buried your allies I was able to use Pharasma's power to speak to their leader, Joktan. When I spoke to his spirit he told me his goal had been an Urgathoan temple atop the hill south of the city, where some manner of tome supposedly lies. It was on a path through the swamp, on the way to the temple, that we encountered him. I haven't been able to deviate from my own mission to investigate any further, however."
Kuryn pauses. "His spirit was...understandably agitated at what befell him and his companions, but he did ask that I send word of what happened to your Pathfinder Society. We've been out here in the field all this time so I haven't been able to fulfill that promise - but I suppose if you're here looking for him then passing his message along to you might be enough."

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"We will," Zithembe says. "Hopefully, it will be enough to bring them rest." Where some of his companions seem affected by their form, the Rivethun adherent continues on acting as much himself as ever. "And for us to finish their mission. You should seek out the same temple and destroy whatever you find there, in case we fail."

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Maria's nose flares and she is about to say something, but just heads out, "Let's go straight to the temple then. We can get our ally's bodies on the way out after we finish the mission."
When traveling there she mutters to herself, "Oh yeah, super hard to tell if something is living when you stab it and it screams and blood sprays everywhere. Yeah, totally difficult."

GM Ladile |

"Aye," Kuryn agrees. "It's dangerous here and we can't linger; I've got to get these people out before I do anything else but once that's done, we'll follow behind you. Luckily we should've sown enough chaos in Corpselight to keep the locals occupied there instead of out in the swamps," the priest says as he removes the holy symbol that had been hanging around his neck and offers it to Zithembe. "Take this. If you run into any of my allies it'll make them think twice before trying to just cut you down - and I'll do what I can to get the word out about your group, if you don't think it'll jeopardize your own mission."

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"Thank you. We appreciate it," Zithembe says, accepting the holy symbol of Pharasma. He threads the spiral amulet down behind his breastplate. "I neither want to be killed by or kill a servant simply trying to carry out the will of the Mother of Souls."

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Effie shakes her head as the Pharasmins explain themselves, but she keeps her own counsel.
Know your enemy, Effie. What did the old Tien sensei say again? "A battle is won or lost before it is fought." Know your enemy.
"Let's be going then" she says at last. "We've all got our missions to complete."

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Holan-Ji doesn't let himself get angry the way the others do. Kuryn's got a point, and he's not exactly one to cast stones for rushing into battle. Undercover work carries its own special set of hazards, and he's well aware that it's not something he's particularly well suited to.
He nods to Kuryn and tries to give the lady warrior a not-so-scary smile as they leave.
"Ya really gotta wonder how those VC's pick missions for our teams. I mean, why not send a team o' them half-vampires here instead of us?" he asks mostly rhetorically.
"I met one of them once, whadda they called, dampers? Man she was something." His eyes drift off and a smile slowly forms as he recalls another of his hedonistic weeks. This one was spent mostly in the basement of a manor house in the Petals District in the company of a certain Kuthite who's also a Pathfinder agent. Yeah, there was some pain involved. But the pleasure, ohhhh, the pleasure....

GM Ladile |

With everyone in agreement that now might be a good time to put some additional distance between yourselves and Corpselight, you slip away into the darkness and leave the Pharasmins to their mission. If Kuryn is correct, the Urgathoan temple should only be about a mile or two to the south of the town, with Joktan Heth's final resting place somewhere along the way - and so south you do go.
Eventually you find a narrow, twisted, forking path of dry land that winds through the wetlands, leading to a low, solitary hill rising from the horizon to the south. An ominous stone cairn serves as the crown to the hill's crest - a cairn that you can see has only recently been erected. This must be where Joktan and his allies were laid to rest. You notice that the area is covered in an unnatural pall, and even natural sounds seem dulled and subdued.
All is quiet.
______________
Maria had suggested heading directly on to the temple and stopping here properly once your business there is concluded. Any seconds to that motion or do you wish to look around here first?

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The unnatural pall and eerie quiet raise the hackles on Holan-Ji's neck as he peers across the wetlands. The fine hairs on his tail poof out as it lashes to and fro of its own accord.
Perception : 1d20 + 12 ⇒ (17) + 12 = 29
"I got a bad feelin' about this place," he half-growls. "Maybe we just head fer the temple like Maria said."
Second the motion to skip the spooky swamp!
Assuming there's time prior to entering said temple, he'll buff himself with his wands of mage armor, shield, and longarm.

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The Grandfrogger inhales deeply. "Unfinished, their work is. Restless, their sleep might be. Return, we might not be able to." He clasps his clammy grey hands together and bows to the cairn, then turns to his companions. "Worth two buns in the oven, a bun in the hand is, yes?"
The Grandfrogger would vote to rescue our companions now rather than risk not being able to come back for them later, but he won't push too hard if folks want to press on instead.

Cherry-Blossom-Tender |
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"Buns buns buns buns in ovens you know what else goes in ovens birds and pigs and pieces of cows unless the ovens are big enough to fit a whole cow I could eat a whole cow right now..."

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"We can't drag their bodies with us, though. Unless anyone has a way to transport them safely without slowing us down I think it's best to deal with the temple first and find that book. And we've a much better chance of maintaining the element of surprise if we're not hauling our colleague's remains."
Effie sighs a rasping sigh, an ugly noise compared to her ordinary voice.
"I don't like it one little bit. But we need to deal with the known threat first and foremost."

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Maria takes a deep sniff, ”Smells… sterile. Like everything is dead. It isn’t the worst smell. Nothing as bad as that market in Riddleport.”
Activate Heightened Awareness before going into the temple, if we go.

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"Take their remains with us, no," Zithembe agrees. "And I would think the Pharasmins better equipped to lay them to quiet rest. However, I do worry about this pall and if something is not trying to undo their work. The artifact is the more important task, though, I also agree."

GM Ladile |

Though it pains you to pass on by the lonely cairn most everyone quickly comes to the conclusion that reaching the nearby temple must take precedence over seeing to the remains of Joktan and his allies. With a quiet vow among yourselves to return here if at all possible you press onward, determined to follow your lead on the Testament's location before it grows any colder.
Soon enough, the temple of Urgathoa rises somberly out of the swamp, sitting atop a low hill, its dark, smooth stone seeming to suck the hollow light from the air into itself, giving off an aura of darkness. Large double doors stand ajar, providing a glimpse into the square sanctuary within even at a fair distance away. A black altar stands on a raised dais along the south wall, covered in cobwebs and dust. Small torches are set into pillars throughout the room cast an eerie, flickering glow on the entire chamber.
But unfortunately, you're not alone out here.
A robed, humanoid form stands atop the altar. Surrounding them on the temple floor are four emaciated-looking humanoid creatures with long, sharp teeth and pallid skin who watch the figure's every move, swaying back and forth and chanting in a tongue at times guttural and at others sibilant. In fact, these four creatures look very similar to yourselves in general appearance.
This is roughly the point where I imagine you'd use your aforementioned wands and other buff spells :)

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Know Religion: 1d20 + 5 ⇒ (4) + 5 = 9+2 Int, +2 Breadth of Xp feat, +1 skald=+5
Ahhh, fake undeads! Profanators to the temple of Urgathoa! We should destroy them!

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As she taps herself with her wand, a bit of clarity floods her senses, ”Well now Hep, hold on. How do we know that? They sure look like friends. In fact, I’m one hundred percent positive they are ghouls. And ghouls, as I’m sure you all recall, have...”
Knowledge: Religion + Inspiration + HA: 1d20 + 10 + 1d6 + 2 ⇒ (18) + 10 + (5) + 2 = 35
Resistances, Weaknesses, Special Attacks & Special Defenses.

GM Ladile |

Maria is absolutely certain that the four feral-looking creatures are ghouls, her mind easily recalling a number of facts about them. She knows that they have some minor resistance to channeled energy and no particular weaknesses or special defenses. Ghouls can be quite dangerous, as their bite and their sharp claws posses a paralytic agent. On the bright side, Maria knows that she and Hepsubia, at least, are immune to this paralyzing effect due to their own elven nature.
Hepsubia is absolutely certain that these undead are a big bunch of fakers and that they should be destroyed for Great Justice!

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"Whatever they're doing, it's nothing good" Effie mutters. "Come on. Let's put a stop to them and find the Testament."
Effie withdraws the pot of blessed balm that she bought specially for this mission. She smears the balm over ten of her pistol cartridges the alchemical silver ones, loads one of them into the weapon and starts it twirling over her head.
"Sharpest shot in all Varisia is comin' for ya, ghoulies!"
Actions: move to withdraw the holy weapon balm, standard to apply it, free actions to take the ammo and to draw the pistol, free action to load; standard to start inspire courage as a visual performance. Basically two rounds of buffing.

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"Do we wait for this guy to start monologin' about his evil plans to bring about the end o' the world blah blah blah?" Holan-Ji asks loudly with a chortle.
"Or just start killin' 'em all?" he finishes in a focused and deadly seriousness.
Done with his buff wands, he tosses them to the floor where they bounce and rattle against the wall. His ears grow a tad bit pointier and the bloodshot red of his eyes is replaced with slitted yellow as he summons a small piece of the Tiger to him. Not enough to awaken The Other Within Him, though. Let the Tiger God sleep. For now....

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If we have a couple rounds to buff at this point, Maria will use a holy weapon balm as well on 10 arrows.

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Zithembe withdraws a complicated looking metal tube with Pharasmin spirals and other religious iconography etched along it from his belt pouch.
Is there a cluster that could be hit with a 10 ft radius burst within the temple that I might be able throw this holy fountain firework at?

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A long, grey tongue licks across Zithembe’s shoulders, leaving slowly-spreading sickly moss and peeling bark in its wake. Dark shadows swirl around the shaman’s small form, settling around his shoulders like a cloak.
Temporary Hitpoints: 1d10 + 5 ⇒ (7) + 5 = 12
Casting barkskin on Zithembe (+2 natural armor bonus) and false life.

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Hey, you over there, with the robe, are you the big baddie or just the minor boss? And why do you keep emasculated corpses with you?
Between two insults, the Totally Awesome Lil" Hep racks her brain for a fitting song

GM Ladile |

Upon to realizing that there are things inside the temple ahead, everyone quickly ducks for some cover and works to get some protections in place. From what you can see, it looks as though the temple is quite small - perhaps even just a single room. Perhaps that'll make things easier, actually?
Once your preparations are in place, you...
Temple of Death
______________
A map is now available! After taking two rounds to buff I assume you get as close as you can and then someone (Zith? Hep?) kicks off the festivities. At the bare minimum, Hep yelling will obviously get their attention :)

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Zithembe steps forward, lights the fuse, and then tosses the tube into the temple.
Thrown, 2 Range Increments, Target Floor (AC 5): 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
There it blooms into a pyrotechnic fountain of light and holy water.
Holy Fountain: It generates bright light in the 10 ft radius and inflicts Holy Water: 1d4 ⇒ 4 damage to all in the area, and I think it persists for 1 minute and does damage if anyone is desperate enough to go through it.

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Maria murmers as they get into the thick of things, "Hep, I think you mean emaciated."
She stays in the back of the pack, ready to move up and shoot a bad dude once Zith introduces them to holy fire.
Nice use of that item Zithembe! I placed the group onto the map as best I think this start of combat could work.

GM Ladile |

Zithembe Init: 1d20 + 2 ⇒ (12) + 2 = 14
Hepsubia Init: 1d20 + 4 ⇒ (18) + 4 = 22
Maria Init: 1d20 + 5 ⇒ (1) + 5 = 6 +4 H.A.
Holan-Ji Init: 1d20 + 7 ⇒ (1) + 7 = 8
Effie Init: 1d20 + 8 ⇒ (1) + 8 = 9
The Grandfrogger Init: 1d20 + 7 ⇒ (1) + 7 = 8
JH: 1d20 + 3 ⇒ (12) + 3 = 15
Ghouls: 1d20 + 2 ⇒ (6) + 2 = 8
Right about the time that Hepsubia calls out and Effie begins her performance, Zithembe launches his firework into the temple...
*FWEEEEEEE!*
...where it erupts into a spray of bright sparks and holy water! The two rearmost ghouls suffer burns as they're splashed with the holy water, howling in surprise and agony!
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Round 1
Hepsubia
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Robed Figure
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Zithembe (Barkskin)
Maria
Effie
Holan-Ji (Long Arm, Mage Armor, Shield)
Grandfrogger (False Life)
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Ghoul Orange
Ghoul Green
Ghoul Yellow (-4)
Ghoul Blue (-4)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Hepsubia is UP!

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"Stay out of the light fountain," he warns his companions, in case the steaming flesh of the ghouls is not enough of a signal.

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Throw bomb on Yellow: 1d20 + 6 ⇒ (11) + 6 = 17
Dmg: 1d6 + 2 ⇒ (5) + 2 = 7
I've heard that dead can dance.. so let's throw a party! Burn that floor baby!

GM Ladile |

Hepsubia steps up and flings a bomb at Yellow, landing a direct hit and damn near torching the thing completely! As the smoke and flames die down, you can see that a stiff breeze would probably finish it off.
The robed figure in front of the altar turns to face you, hood falling back to reveal nothing like any of you have ever seen. Instead of a human or even ghoulish countenance, a vile mass of worms writhes and wriggles where a body should be!
There are strange rumors of spellcasters - often evil but not always - who undergo a horrific transformation when their bodies are feasted on by worms. The flesh of the decaying body fats and instructs these worms and they quicken not only on corruption but upon the spellcaster’s memories and magical power. The spellcaster’s very soul is consumed in this vile process, only to be split apart to inhabit each of the individual chewing worms in so many fragments. The result is a hideous hive mind of slithering life known as a worm that walks — a mass of worms that clings to the vague shape of the body that granted it this new existence, and can wield the powers and magic the spellcaster had in life. A worm that walks retains memories of its life as a spellcaster before its death, but is not undead - it is a hideous new form of undulant life.
This creature is actually a form of vermin rather than an undead creature. For every 5 that you exceed the DC, you recall one piece of information from this list.
"Welcome, travelers," the worm-thing calls, voice full of scorn and derision. "Be you true dead or, hmm, maybe Pathfinders in disguise? Ah well, it matters little to me now. Whoever you are, you've arrived much too early to witness my greatest triumph. Once, I'd have taken the time to explain it...but you warrant no villain's exposition from me. Instead, I believe I'll just kill you now and be done with it!"
With that, the creature utters words of magic that cause themselves and their ghoul allies to move with increased alacrity.
It's a Haste spell.
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Round 1
Hepsubia
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Robed Figure
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Zithembe (Barkskin)
Maria
Effie
Holan-Ji (Long Arm, Mage Armor, Shield)
Grandfrogger (False Life)
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Ghoul Orange
Ghoul Green
Ghoul Yellow (-11)
Ghoul Blue (-4)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Zithembe, Maria, Effie, Holan-Ji and Grandfrogger are UP!

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"Well this'll be a very short conversation, Wormy."
Effie steps up, twirling her pistol, then takes aim and fires...
pistol vs blue flatfooted, ic, pbs, deadly aim, range: 1d20 + 8 + 1 + 1 - 1 - 2 ⇒ (6) + 8 + 1 + 1 - 1 - 2 = 13damage, pbs, ic, deadly focused aim, balm: 1d8 + 1 + 1 + 1 + 2 + 4 + 2d4 ⇒ (2) + 1 + 1 + 1 + 2 + 4 + (1, 1) = 13 if that hit, ghoul needs a DC10 reflex save to avoid 1d4 more holy damage next turn.
Spending 1 grit and a swift action on Focused Aim, which Effie gets back if she drops the target ghoul. Reload for free.
Maintaining Inspire Courage.

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"Ah, whaere's the fun in that, ugly? Yer supposed to try to talk us ta' death while we kill ya and yer minions," Holan-Ji quips as he moves around the room staying clear of the flaming holy fireworks.
As he passes the Jaundiced ghoul, he swipes a claw across it's throat
Claw, PA, IC: 1d20 + 10 - 2 + 1 ⇒ (20) + 10 - 2 + 1 = 29
Claw damage, PA, IC: 1d6 + 5 + 4 + 1 ⇒ (4) + 5 + 4 + 1 = 14
Crit confirm?, PA, IC: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25
Claw damage, PA, IC: 1d6 + 5 + 4 + 1 ⇒ (5) + 5 + 4 + 1 = 15
ripping out what remains of its jugular.
Claw, PA, IC: 1d20 + 10 - 2 + 1 ⇒ (17) + 10 - 2 + 1 = 26
Claw damage, PA, IC: 1d6 + 5 + 4 + 1 ⇒ (2) + 5 + 4 + 1 = 12

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Knowledge: Nature + Inspiration: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (6) = 30 Resistances, Weaknesses
Spellcraft + Inspiration: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (6) = 23
Glancing at the wormy thing she quickly ID’s it, ”I do appreciate the avoidance of a villain speech. That trope is overused. The thing in the back we are about to kill, my companions, is called a ‘worm that walks’. It is technically a vermin, but can cast spells. It just cast haste, bee-tee-dubs. And it has...”
Maria moves up and pulls out an arrow, launching it at a nearby ghoul.
Wasp + PBS + IC vs Blue: 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25 for Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + IC + balm: 1d8 + 1 + 4 + 1 + 1 + 2d4 ⇒ (4) + 1 + 4 + 1 + 1 + (2, 3) = 16
”Shall we make this a shooting competition Hotshot, or just wipe them out together?”

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"Tsukiyo shall punish you for your blasphemy," Zithembe condemns the worm-that-walks and descends into the crypt, drawing his blade in the process. He takes a strategic position and readies to strike any ghoul that approaches.
Smite Evil WtW (swift), Move & Draw Weapon, Ready (Attack)
AC 28 (32 vs. WtW), T 12 (16 vs. WtW), FF 26 (30 vs. WtW)
+1 Longsword, IC: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
S, magic, IC: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
I don't know if you want to do holy water damage to starts turn in or ends turn in and/or enters, but for whenever it might apply: Holy Water: 1d4 ⇒ 3

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Apologies for the delay!
The Grandfrogger blinks a few times, then hops forward and puts a clammy hand on Hepsubia’s Shoulder. “Aim for the throat, you should. A heart, they do not have.”
Moving up and casting guidance on Hepsubia.

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At Grandfrogger's words, Lil"Hep unexpectedly burst into tears
But.. but.. I ALWAYS aim for the throat. It's not my fault if sometimes I miss and hit an arm or the body... Sometimes people just MOVE at the last moment in a fight, you know!

GM Ladile |

Not impressed by Wormy's bravado Effie steps up and proceeds to headshot the Blue Ghoul right between the eyes, dropping him like a stone. Holan-Ji also advances forward, maneuvering around the bright firework and swiping a claw at Yellow Ghoul, ripping out its throat and finishing it off.
To perhaps some surprise, Maria identifies Wormy as not even an undead creature at all but a foul vermin known as a Worm That Walks. Though there are some such beings that are known to be quite powerful, Maria gets the sense that this one isn't quite that advanced. Still, she knows that even a weak Worm That Walks would possess an innate resistance to weapon damage - but also some weaknesses that you might be able to exploit... DR 5/-
Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature's individual components share a hive mind.
A worm that walks takes half again as much damage (+50%) from damaging area effects, such as Fireball and splash weapons.
Worms that walk are susceptible to high winds—treat a worm that walks as a Fine creature for the purposes of determining wind effects.
As she shares this information with the class, she advances and draws down on the Orange Ghoul near Holan-Ji. With a single shot she fells it where it stands!
Zithembe calls upon Tsukiyo's divine retribution to help him smite the wicked worm as he moves up and into the bright spray of the fountain firework, ready to strike. To his surprise, the droplets of holy water spraying everywhere don't seem to harm him.
Not wishing to stand idle but also desiring to see how the battle unfolds, Grandfrogger hops up to Hepsubia and offers her a little friendly (and magical) bit of guidance...though the ever-mercurial Hepsubia doesn't quite react as he'd expected!
The single remaining ghoul snarls and advances on Holan-Ji, who uses his superior reach to deliver a massive blow with his claws as the horrid creature gets right up in his face and lunges for his throat...
Attack vs. Holan-Ji (Bite; Haste): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
...but it's an easy blow to dodge.
______________
Round 2
Hepsubia (Guidance)
==============
Worm That Walks (Zith’s Smite Evil)
==============
Zithembe (Barkskin)
Maria
Effie
Holan-Ji (Long Arm, Mage Armor, Shield)
Grandfrogger (False Life)
==============
Ghoul Green (-12; Haste)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Hepsubia is UP!

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Hepsubia moves next to her FFT (Favorite Fluffy Tyger) and strikes at the ghoul, aiming at the throat as she ALWAYS does.
Attack, IC, Guidance: 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25
Dmg, IC: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
the sword is precise, despite her still teary eyes, the blow quite powerful

GM Ladile |

Though perhaps still a bit hurt by the Grandfrogger's remarks (or not, who can tell) Hepsubia moves up to finish off the single remaining ghoul next to Holan-Ji, doing so with a single strike to the throat.
"Haha! At least we agree on something," Wormy laughs. "Brevity, then!"
He then utters more words of magic, though nothing seems to happen.
He just cast Displacement.
______________
Round 2/Round 3
Hepsubia
==============
Worm That Walks (Zith’s Smite Evil)
==============
Zithembe (Barkskin)
Maria
Effie
Holan-Ji (Long Arm, Mage Armor, Shield)
Grandfrogger (False Life)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Zithembe, Maria, Effie, Holan-Ji, Grandfrogger are UP at the bottom of Round 2 and Hepsubia is UP at the top of Round 3!

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Spellcraft + Inspiration: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (2) = 30
"The worm thing just cast displacement as well. It is mainly defensive, making them harder to hit. But he still takes extra damage from area affect things and that spell won't help against that."
Flat 50% miss chance, only negated by true seeing.
She moves up behind Zithembe and launches a single arrow at the worm-dude.
Wasp + IC: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 for Magic/Piercing/Cold Iron/Silver + IC: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10 (+2 damage if this thing is considered a demon, evil fey or plants/animals corrupted by evil) and Miss 1-50: 1d100 ⇒ 1

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The spirits of ancient soldiers long dead rise from the ground and inhabit your memories. Zithembe's eyes transform into solid ruby orbs, and he charges the worm-that-walks and swings his blade with divine fury. "Indeed!"
Spiritual Invocation (Champion) <swift>, Charge
Yellow line represents 30 ft radius, so only Hepsubia without movement from positon last I looked at the map. +2 non-spell damage.
Miss 1-50: 1d100 ⇒ 82
+1 Longsword, Inspire, Champion, Smite, Charge: 1d20 + 8 + 1 + 1 + 2 + 2 ⇒ (1) + 8 + 1 + 1 + 2 + 2 = 15
Um. No. Shirt Re-roll!
+1 Longsword, Inspire, Champion, Smite, Charge: 1d20 + 8 + 1 + 1 + 4 + 2 ⇒ (2) + 8 + 1 + 1 + 4 + 2 = 18
Amusing. But not an auto-miss. Add Spirit Surge if 18 misses: Spirit Surge: 1d6 ⇒ 3 = 21 Meh :/
S, magic, Inspire, Champion, Séance, Smite: 1d8 + 3 + 1 + 1 + 1 + 2 + 2 ⇒ (8) + 3 + 1 + 1 + 1 + 2 + 2 = 18
Note: damage ignores DR of target of smite evil.

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Faerie Fire defeats Displacement, but I don't know if any of us have access to that spell. Grandfrogger?
Effie glances briefly at her companions to see if anyone can deal with the Displacement spell.
"One way or another, wormy's going down!"
Effie strides forwards through the shower of holy water, keeping her pistol in the air. "May the Duke of Thunder cleanse this unholy place!" Smite wormy
Smite of Bang! vs touch AC, inspire courage, pbs, focused deadly aim, range, smite, deadeye: 1d20 + 8 + 1 + 1 - 1 - 2 + 4 ⇒ (16) + 8 + 1 + 1 - 1 - 2 + 4 = 27miss chance: 1d100 ⇒ 77
smite damage, Zith: 1d8 + 1 + 1 + 1 + 2 + 4 + 1 + 2 ⇒ (2) + 1 + 1 + 1 + 2 + 4 + 1 + 2 = 14
1 grit on deadeye deed to target touch AC, 1 grit on focused aim. Maintain Inspire Courage. Might try burning hands next turn - or rapid shot ;)