
GM Rat Sass |

The Outcasts approach the Obsidian Ring that surrounds the giant Ziggurat. And what a Ring it is. The Ring stands 30' high, now that you stand before it. From your previous perspective, the Ring is also 5' thick. From your vantage, it appears to be a single piece of obsidian. Of course, the Spire is much, much taller, so you can still see the growing shadow crossing over the Ring.
How do you proceed?
Roll20 Map has been updated. You currently occupy the lower left corner.

Eri Nandri |

Eri tries to have a look of concentration on his face. He wants to act like a professional, but he is happy to be back outside again. He cracks his knuckles and casts prestidigitation on himself to clear of the cobwebs both figurative and literal. He'll also recast Message . Mage Armor and Detect Scrying are still going from the morning.
”Should we climb over the wall or fly? I think climbing would be good. Once we’re over I can cast a Detect Secret Doors . I expect there will be plenty.”

Ascaria |

Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (1/20m)
Life Link (12)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/10)(8/8) (DC: 25)(Avoid 8, 35’r, 1/1 swift) (7d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3) (Roll concentration twice and take the best result)
Physician’s Spectacles (1/1) (Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3) (swift +10’ movement)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 13, Concentration +22)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (5/8) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (7/7) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (21): (6/7) Air Walk Communal, Breath of Life, Cleanse, Burst of Glory, Cure Light Wounds Mass
Sixth (22): (4/5) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
* Caster Level +2
Ascaria looks at the tall solid wall, and wonders why his friends didn't describe it sooner. Must've slipped their minds. He reaches out and touches it, as if to prove to himself it’s really there.
"No, let's not climb, that'll take forever, and I'm not much of a climber. Plus this feels pretty smooth.“ He casts Air Walk Communal (20 minutes) on the group. (If the wall is actually rough, he’ll say that instead - just guessing as the description is a little thin.)
”Since we can move about more freely now, I suggest we spend the time walking around the outside searching for secrets and stuff before heading up the stairs.” he nods to Eri’s suggestion.
Group effects
Air Walk Communal (everyone)
Heroes' Feast (temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))

GM Rat Sass |

Oh ye of little imagination... The Obsidian Ring is smoothly polished, like pretty much any crafted obsidian ring of any size construction would be. If Ascaria was aware of the Ziggurat from his friends' description(can't assume these things with gnomes), he would have been aware of the Ring, as well, though the dimension of it was brought into perspective as they close the distance.
As the group gains altitude, they also gain perspective along the smooth top of the Obsidian Ring, which is only broken up visually by eldritch runes which glow below the surface, repeating over and over again along the entirety of the Ring.
Kyuss Forever Bound
The proximal grounds of the Ziggurat become clearer as well.
The ground appears to be moving. As you train your eyes more closely on why that would be, you come to discover that the entire inner circle is populated by the undulations of Kyuss worms. Thousands of them, in your estimation, and this is merely the surface of the ground. Who knows how deeply they occupy the ground...

Solrisa Iome Arabasti |

Solrisa is excited to walk on air again and smiles as she does not have to use her pretty shoes to fly at this time. As suggested by Ascaria, she walks about the outside of the ring before going for the stairs.
She climbs back and forth into the air, getting to the top of the ring and looking about. She does not see well (too distracted all the time) nor read draconic.
Eventually, she will settle on the top of the wall awaiting others.
"Oh Mort! This is so much fun!"

Ascaria |

"Hey, those runes are Draconic. It means, 'Kyuss Forever Bound'. Let's hope so shall we? Sol, don't you know Draconic? Aren't you betrothed to a dragon and stuff. Shouldn't you learn your husbands language?" he chides her, but he remembers how hard that particular language was to master. Much harder than, say, Orc.
His vision impaired, he waits for the others to look about before joining Sol on the wall. He's careful not to touch it, standing just above it.

Eri Nandri |

"As suggested by Ascaria, she walks about the outside of the ring before going for the stairs."
"I think he meant around the ziggurat, but ok."
Eri follows along but saves the detect secret doors for when they get close to the South American pyramid.
perception DC 25: 1d20 + 5 ⇒ (13) + 5 = 18

Solrisa Iome Arabasti |

"Sol, don't you know Draconic? Aren't you betrothed to a dragon and stuff. Shouldn't you learn your husbands language?"
Solrisa gives Ascaria a head tilt, rolling her eyes. "Uh...you sound like Mum! Mum was always saying that I had to study that, but I didn't like it and Rae didn't like it so we kind of forgot to do it. 'Solrisa, you get back inside and study!' and 'Solrisa, if you don't master Draconic, how will you master Abyssal and Thassolonian?' I told Mum that I didn't care. I still don't."
Solrisa air pouts away.

GM Rat Sass |

Perception(Eidi): 1d20 + 18 ⇒ (4) + 18 = 22 GM chuckles...
The Outcasts lower themselves a little over the Obsidian Ring, and approach the Ziggurat, presumably from the southeast. By the gnome's encouragement, you do a full sweep of the grounds, searching more rigorously, before closing the distance with the Ziggurat itself.
The entire ground within the Ring appears to be moving. As you train your eyes more closely on why that would be, you come to discover that the entire inner circle is populated by the undulations of Kyuss worms. Thousands of them, in your estimation, and this is merely the surface of the ground. Who knows how deeply they occupy the ground...
Nice to be Air Walking, at present...
The ruins within the Ring don't offer much, merely stand beaten against weather and time. To the northeast sits an ancient ceremonial platform, either for viewing events within the vicinity of the main Ziggurat, or for presentations just above the heads of a crowd. Hard to say.
The Ziggurat becomes the main focus. There are the stairs, which leads to the base of the Spire itself, as well as two grand entrances set at ground level, one in the West side and one in the East side of the base of the Ziggurat. The base Ziggurat of the Spire rises almost 100 feet into the air at its central point, rising in steps. The Spire itself rises another 120 feet above the temple’s roof.
You catch a faint, shimmering glimpse of something dark at the peak of the Spire.
How do you proceed?

Eidi |

Eidi looks down at the piles of worms with disgust "Mental note, researching a 'worm control' spell" while he walks through the air with the group.
Perception: 1d20 + 18 ⇒ (10) + 18 = 28
"Look there up, a faint shimmering darkness up at the peak of the Spire" the elder points up "I suggest catching up with that first. Otherwise we can just take the left stairs"

Mortimer Smith |

PerceptDC25: 1d20 + 20 ⇒ (7) + 20 = 27 +2 more Spirit Sense
"Yes, I see it too! Darkness. Shimmering... I ... I don't know. That looks like a kind of intense energy to which I don't want to get too close. Can anyone tell what it is?"
He looks down at the writhing worms.
"I want a lot of alchemy fire... or oil and something that throws around fire. Can you make anything like that, Eidi?"

Ascaria |
2 people marked this as a favorite. |

Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (1/20m), Brightest Light (1/13h)
Life Link (12)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/10)(8/8) (DC: 25)(Avoid 8, 35’r, 1/1 swift) (7d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3) (Roll concentration twice and take the best result)
Physician’s Spectacles (1/1) (Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3) (swift +10’ movement)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 13, Concentration +22)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (5/8) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (6/7) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (21): (6/7) Air Walk Communal, Breath of Life, Cleanse, Burst of Glory, Cure Light Wounds Mass
Sixth (22): (4/5) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
* Caster Level +2
"I can create wine and ale, but not high enough proof to burn I'm afraid." Ascaria climbs a little higher and worries about spell failure. "Ugh."
"Let's head up to the top. I'd like to see what you two are seeing. Then we can walk down the stairs and around to the, I dunno, how about the East side? We'll go in that way once we've checked the top." he suggests.
Faced with shimmering darkness, Ascaria breaks out his new spell now. He takes up a hat pin, and casts Brightest Light upon it as he stuffs it in his hatband.
The pin glows with the brightness of a Daylight spell - 60' of pure golden light in every direction.
Smiling, and glowing a little, Ascaria laughs, "This will last for hours too so I don't have to keep refreshing it. Let's go."

Ascaria |

Ascaria looks to Eri and Eidi, "Isn't that the spell component of animating the dead?" he thinks a moment, "No, hrm, I think that's onyx." he turns back to Mort, "I dunno other than the fact it's black, glasslike, and kinda cool looking."
"I've never seen this much of it before though. This must've been made with magic."

Solrisa Iome Arabasti |

"I can go down and try to smash them all," Solrisa offers, looking down at her morningstar. "It might take a while, but with enough time, that might work. Or it might be that the positive spark of the Dragon would kill them...in a burst."
1d20 + 15 ⇒ (6) + 15 = 21 Know (Religion) Are the wurms themselves undead and/or affected by positive energy?

GM Rat Sass |

Ascaria Master-Healer has already determined that Positive Energy has a deleterious effect on the worms, but only when exposed. Once they lie under the skin, they are sheltered from such Energy.
The Outcasts rise a couple of hundred of feet in the air, to gain a better vantage over the apex of the Spire. When the collective air walkers gather close by, roughly 30' away, a Second Vision is triggered.
The strange dark stain in the air wavers and then grows solid. The peak of the Spire of Long Shadows is restored, and affixed to this peak is a fifteen-foot-tall, three-foot-thick trapezoid-shaped pinnacle of black rock, ten feet wide at the base and five at the peak. The monolith of stone shimmers and vibrates with waves of energy, and something strange and horrible writhes inside its nearly-opaque interior. Suddenly, a brilliant red wall of scales fills the view, and there’s a terrible sound of crumbling stone. In an instant, an enormous red dragon is winging away to the north. The spire’s peak is in ruins, and clutched in the dragon’s talons is the monolith. The vision fades, and the dragon and its prize are gone.
The shapes writhing inside the monolith seemed to be made of worms— worms arranged in the shape of an enraged face.
The red dragon in the Second Vision is none other than Dragotha.
The dragon's size, movement, and overall anatomy speaks to its Ancient Age.

Mortimer Smith |

Mortimer gasps as the second vision unveils.
Percept25: 1d20 + 20 ⇒ (7) + 20 = 27 ...
Mortimer gasps as the second vision unviels.
"Ohh - oh! The Monolith! mumbles Mortimer. "It's full of worms... Even worse than those below! Very angry worms arranged in the shape of an enraged face! Maybe Kyuss's angry face!?"

Eidi |
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Eidi nods to Mortimer "Let me prepare something" he picks one of his smokesticks and starts clumsily lighting it when he gets absorbed by the obsidian question.
K. nature: 1d20 + 12 ⇒ (14) + 12 = 26
"Obsidian is produced when felsic lava extruded from a volcano cools rapidly with minimal crystal growth. It is commonly found within the margins of rhyolitic lava flows known as obsidian flows, where the chemical composition induces a high degree of viscosity and polymerization of the lava... Mmmm... wait, it is also some kind of game, do you know, is it maybe they are trying to tell us all this is a kind of game for them?..." the elder seems so absorbed by the question he forgets about the smokestick while the group reaches the apex.
He seems to somehow start recovering when he is forced to cover his eyes from Ascaria's bright light.
Perception: 1d20 + 18 ⇒ (16) + 18 = 34
"Indeed, those despicable worms are worrisome. We should find a way to avoid their contact" the half-elf seems to take attention on something else.
K. history: 1d20 + 12 ⇒ (20) + 12 = 32
K. arcana: 1d20 + 22 ⇒ (18) + 22 = 40
Eidi seems overtaken by the vision, he freezes in place "Dra-Dragotha himself. The ancient dragon... as old as he is gargantuan..."

Eri Nandri |

kn. Arcana what is obsidian used for?: 1d20 + 17 ⇒ (18) + 17 = 35
kn arcana DC29: 1d20 + 17 ⇒ (4) + 17 = 21
Eri tries not to jump at the newest vision.
bluff: 1d20 + 4 ⇒ (20) + 4 = 24
"Ohh - oh! The Monolith! mumbles Mortimer. "It's full of worms... Even worse than those below! Very angry worms arranged in the shape of an enraged face! Maybe Kyuss's angry face!?”
He scowls and makes a trying-not-to-puke face.
”Eidi seems overtaken by the vision, he freezes in place "Dra-Dragotha himself. The ancient dragon... as old as he is gargantuan…”
”Well, it looks like we are on the right track. I’m glad we saw the giant, ancient, and evil dragon taking the giant, ancient, and evil spire of undeath AWAY from here. Let’s go in and see what we can destroy.”
Did the first detect secret doors reveal anything?

Ascaria |

Ascaria is thoughtful at the images arrayed before his mind. "I wonder if we're going to see a lot of these?" His mind wanders a moment, before snapping back. "I know Dragotha is red and everything, but as ancient as he is, maybe he's not bound to be evil? Or maybe he is evil, but recognizes Kyuss is worse!"
He gets very excited at his theory, "What if Dragotha is an ally? What if he took Kyuss away - if Mort's right and that was his face in the monolith. Wow, wouldn't it be cool to have Dragotha as an ally in all this!"
He's sure there's a chance as he excitedly closes the last 30' to examine the area of darkness - if it's still there.

Mortimer Smith |

"Obsidian..."
"Volcanic glass? Is it expensive? What is it good for, besides looking pretty? It can contain worms," he says, looking down to affirm his assertion, "can it contain energy too? Is it shatterproof? I've not known anyone to make a sword of one..." He shrugs, doubting obsidian is useful for anything other than containing worms or fancy decoration.
"What if Dragotha is an ally?
"Dragotha..." Mortimer mutters, trying to remember. "That was Dragotha? What else is Dragotha known for?" He scratches his head.
"At first, with the Obsidian Wall around this place, I thought maybe Kyuss and his kin," he gestures toward the ground, "were being contained here -- trapped in time forever. By taking the Monolith, did Dragotha free Kyuss? And, didn't they say this place was a focal point for gathering energy?"
He shakes his head.
"From some weird guy on a throne holding a worm surrounded by worshippers to Dragotha taking the Monolith full of worms to who-knows-where, I feel as though we missed something in between..."
He looks for other strange dark stains in the air around the Ziggurat.
Perception: 1d20 + 20 ⇒ (16) + 20 = 36 +2 Spirit Sense

Solrisa Iome Arabasti |

Solrisa realizes that she might not be able to smash *that* many worms...even on her best smashing day. Again, she wishes Rae were here. With her, they could totally smush all these worms.
"Dragotha is a he? Are you sure?" Solrisa asks Eidi. "I always thought she was a she, but she's a he?"
Solrisa scratches her head.
"And what is the connection between Dragotha and Kyuss? Are they friends? Enemies? I'm very confused." Solrisa asks Mort, trying to understand his questions with more of her own. "Mort, you're smart. What does this all mean?"

Mortimer Smith |

Mortimer shakes his head and shrugs his shoulders.
"The air is so thick here, I can feel water eddies flowing past my ears."
"Sol! Did you say You always thought Dragotha was a she ?! Do you know anything else about Dragotha? Is she mentioned in your studies of Apsu?!"

Eidi |

Continuing obsidian conversation "Well Sir Mortimer, Obsidian is not the best material for weapon, but it has been found to be well used by more primitive civilizations whom handcraft rudimentary tools and weapons with the igneous rock"
"If Dragotha is an ally... well, do you remember what Ilthane said? Dragotha take you all What did he mean? To be taken like in the vision? This has more sense now, or it might just be my nonsense" Eidi's head starts to spin when Mortimer and Solrisa discuss about the sex of dragons. The elder avert his eyes "Well well dragon sex is actually determined by temperature at embryonic state, curious system eh"
Meanwhile Eidi checks for an entrance to the ziggurat from the apex.
Perception: 1d20 + 18 ⇒ (17) + 18 = 35

Ascaria |
3 people marked this as a favorite. |

”I heard of a guy who knew a guy who saw a man who had an obscure fighting style build around breaking his dagger. He carried dozens of obsidian blades and broke them off in his enemies. Apparently the wound would fester and bleed something fierce and often kill his foes faster then they could be stabbed normally.” Ascaria shakes his head at such wanton pain and suffering. If you’re going to kill a man, just do it. Don’t make him suffer!
- - -
"At first, with the Obsidian Wall around this place, I thought maybe Kyuss and his kin," he gestures toward the ground, "were being contained here -- trapped in time forever. By taking the Monolith, did Dragotha free Kyuss? And, didn't they say this place was a focal point for gathering energy?"
”Yeah, I think this was a container for Kyuss and its ilk. Maybe still is so we should tread carefully. I don’t think Dragotha freed Kyuss though. I think Kyuss is still contained somewhere - hopefully deeper than we delve this day!” He tries to say it with bravado, but he’s uneasy at what they may find within if the courtyard is so many worms…
"If Dragotha is an ally... well, do you remember what Ilthane said? Dragotha take you all What did he mean? To be taken like in the vision? This has more sense now, or it might just be my nonsense"
”Yeah, he may have said it because Dragotha is a swear word to them. Someone hostile to their cause. Or it may have been because Dragotha is an ally, and he hopes to see Dragotha feast on our flesh someday. Hard to know really what he meant.”

Mortimer Smith |
1 person marked this as a favorite. |

Albeit somewhat paraphrased...
.
" Everything You Ever Wanted to Know About Obsidian But Were Afraid to Ask... "
"Dra - Dragotha..."
"More on Obsidian ..."
"Even More on Obsidian...
"The Effect of the Ambient Temperature on Dragons while in Their Pre-Hatched Lifestyle"
Sensing Eidi's almost bashful attitude while describing the factors involved in determining sex in Dragons, Mortimer offers, "See, now -- Really? I'd never have guess that about Dragon gender... Too bad it doesn't work that way with Good and Evil. All we'd have to do is control the weather!" he says lightheartedly.
"Dragotha take you all What did he mean?"
"I think it was meant to be a curse -- like saying 'Go to the Devil!' or something. I never was very good at curses."
He turns to Solrisa. "See that? We should listen to Eidi more. He seems to know the most interesting things."
”I heard of a guy who knew a guy who saw a man [...] ”
?! "... And Ascaria knows the weirdest things!"

Solrisa Iome Arabasti |

"Sol! Did you say You always thought Dragotha was a she ?! Do you know anything else about Dragotha? Is she mentioned in your studies of Apsu?!"
Solrisa shakes her head. She knows little of Dragotha. She *really* wishes she could help, though. She smiles sadly.
"Oh no, Mort! I know about gods and religions, not dragons. Maybe if Dragotha was divine rather than just really old and famous, I might know about her, but not really sure I know much."
* * *
Solrisa offers a look of horror at Ascaria's tale, thinking it horrible. "Evil doers should be cleanly kilt and not made to suffer too much before they die. That sounds horrible, Ascaria!"

GM Rat Sass |

Your first casting of Detect Secret Doors failed to reveal anything Secret, or Doory.
As for Obsidian, there is a plethora of uses- Golems, Wondrous Power Statuettes, Weapons, there are even creatures like Gargoyles that can be composed of such material. It's certainly not an indestructible material, but it can resonate magic as easily as masterwork-crafted metals can.
The Second Vision fades entirely away, the Outcasts are left with a faint black shimmer in the air, an echo of something much, much more powerful still imprinted in the fabric of this area's reality.
Nothing other than this singular ripple is to be found at the Apex.
Eidi returns to the small chamber which resides at the top of the stairs, facing north across the land. There is an ancient throne of petrified wood, protected by the elements for the stone roof above it. It is an expert's work, this throne. The scrollwork, the carved artwork across the back- this is certainly worthy of great ruler.
Nothing other than the stone-wood throne is to be found at the Apex.
How do you proceed?

Eri Nandri |

Eri will cast a second detect secret doors if needed.
”Obsidian is used for all sorts of things magical. It works in a similar way to masterwork metal for these purposes.”
Eri watches as the second vision clears and waits a little longer, scowling ”It seems like there is still a bit of a tinge to the air. It’s still a little dark at the edges like there is something more powerful close to the surface, something imprinted in the fabric of this area’s reality.”

Ascaria |

Ascaria too peers at the stain of darkness, "I dunno, but we can't seem to effect it." He'll peer closely at it with Detect Magic, and will even, eventually, walk through it.
Assuming nothing happens, he suggests, "Let's see what's on the inside. This may merely be the shadow of magics long past leaving their mark. It's fascinating, but somewhat beyond me."
If the group agrees, he'll follow the leaders to the eastern passage and enter the giant structure.

Eidi |

"The effects of weather on good and evil..." Eidi remains thoughtful for a moment "...oh, that is a good hypothesis for a research, perhaps we could fix the world from the root itself"
The half-elf observes from a distance how the group attempts to jump into the shimmering blackness "Have I ever explained to you the time I jumped into a black portal to be instantly ambushed by a necrotic body?" he looks down the ziggurat "I think I would much prefer to take the western staired entrance"

GM Rat Sass |

Ascaria's casting reveal very little, other than some faint lingering magic that in and of itself can not detect in any specific school of magic, but represents something highly unusual- an echo of something so powerful, it lingers to this day. Whether the Monolith witnessed in the Vision would have been capable of such a reality rending, who's to say. Whether the shimmer is an echo of an event, who's to say. It is not a portal. It does not react any longer to your presence, the Second Vision having been triggered already.
The Outcasts set aside such ruminations for now, selecting the base of the Ziggurat to continue their investigation. With the Western entrance decided upon, the air walkers descend from the height of the Apex, to the stairs which lead into the interior of the great structure.
Your eyes begin to adjust to the interior's darkness.
The walls of this chamber are carved to depict an army of armored soldiers engaged in the ruin and destruction of a city of helpless men, women, and children. Buildings burn, blood washes the streets, and dark thunderclouds boil in the skies above. Above them all, directing the army, is an enormous figure dressed in plate mail. His face is cold and cruel, but also quite handsome. He wields an exotic polearm that combines the features of a pick, an axe, and a mace.
Across from you stands a set of grand double doors, constructed from the same stone as the Ziggurat. In front of the doors stands a lone knight, but unlike any knight you've set eyes upon before.
The figure wears dark armor that hides much of his form from view, but his skeletal visage and horrid stench reveals that he can be nothing but some kind of undead. Small green worms, their mouths filled with row upon row of jagged teeth, writhe along his armor, crawling under its plates and panes. His most gruesome feature are his eyes, which have been replaced by the ravenous mouths of two bloated, green worms.
It speaks.
"Siz axmaq, ağılsızlarsınız. Bir dəfə mən səninlə birgə qurtuluşu bəsləyirsən."
"You trespass, foolish ones. Once I'm done with you, you will feed the worms, for your insolence."
What stands before you is a Knight of Kyuss, Chaotic Evil undead. 1 question for every 5 above 23
At the sound of its words, the ground behind you rumbles, and from it erupts three very large green beetles. The bloated beetles move with unnatural speed, mandibles clicking and clicking and clicking in a maddening rhythm. The rotted and pitted shells evoke thoughts of ancient decay and unfathomable corruption, and tiny green worms, each a wriggling abomination of terror in its own right, squirm through these holes in their exoskeletons.
These abominations are Eviscerator Beetles, Chaotic Evil undead, otherwise known as Hounds of Kyuss. 1 question for every 5 above 20
They do not waste time engaging you.
Ascaria: 1d20 + 1 ⇒ (14) + 1 = 15
Eidi: 1d20 + 1 ⇒ (5) + 1 = 6
Eri: 1d20 + 2 ⇒ (10) + 2 = 12
Mortimer: 1d20 + 2 ⇒ (19) + 2 = 21
Solrisa: 1d20 + 4 ⇒ (12) + 4 = 16
KoK: 1d20 ⇒ 6
EB: 1d20 + 7 ⇒ (5) + 7 = 12
Round 1
Mortimer- 21
Solrisa- 16
Ascaria- 15
EB- 12
Eri- 12-
Eidi- 6
KoK- 6-
Mortimer, Solrisa, and Ascaria are up!
Roll20 Map has been updated.

Ascaria |

Round: 1, Initiative: 15
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (11/20m), Brightest Light (1/13h), Protection from Evil (1/20r)
Life Link (12)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/10)(8/8) (DC: 25)(Avoid 8, 35’r, 1/1 swift) (7d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (2/3) (Roll concentration twice and take the best result)
Physician’s Spectacles (1/1) (Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (3/3) (swift +10’ movement)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 13, Concentration +22)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (5/8) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (6/7) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (21): (6/7) Air Walk Communal, Breath of Life, Cleanse, Burst of Glory, Cure Light Wounds Mass
Sixth (22): (4/5) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
* Caster Level +2
Knowledge Religion: 1d20 + 9 ⇒ (2) + 9 = 11 vs DC 23
Knowledge Religion: 1d20 + 9 ⇒ (16) + 9 = 25 vs DC 20
Ascaria shouts, ”He means to do us in the poor bloke! Wait a tic, I’ve a spell to help us. Those beetles are Eviscerator Beetles, Chaotic Evil undead, otherwise known as Hounds of Kyuss. Nasty brutes!” wondering if the beetles might be summoned, Ascaria starts with a defensive casting (automatic success) of Protection from Evil, communal (2 minutes).
He then moves through the group touching everyone. (my casting doesn’t provoke, but I think my movement might from the first beetle assuming he’s got reach. I don’t think he can disrupt the spell, just harm me…)
Assuming Ascaria makes it to the end, he nudges Eri, "Get behind me - you're too soft a target for these beetles."
Group effects
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))
Protection from Evil, communal (everyone)

Solrisa Iome Arabasti |

Round 1, Init 16
1d20 + 15 ⇒ (16) + 15 = 31 Know (religion) - knight
1d20 + 15 ⇒ (14) + 15 = 29 Know (religion) - beetle
Questions: DRs for both.
Solrisa's hand can't decide which sword to draw as she moves on the knight.
"Oh Mort! I'll get this knight with the kiwis for eyes and you help them with the beetles, okay?" Solrisa offers as she smites the knight, eventually drawing the Sword of Aqaa. It shimmies with electrical power mixed with the Dragon's holy power.
She can't move and attack this round, but moves and readies if the knight comes to engage.
Power attack. One hand.
1d20 + 21 - 4 + 4 ⇒ (6) + 21 - 4 + 4 = 27 to hit; (-PA)
1d10 + 7 + 8 + 1d6 + 34 ⇒ (5) + 7 + 8 + (3) + 34 = 57 magic w/electrical damage
AC=33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin] +4 vs. knight
HP=108/108
Right hand = long sword
Left hand = shiny shield
LoH 0/10 used (6d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (34/50 left) 3/6/2018
The Dragon Invoked 1/6 used (+4 to hit/AC,+17 damage)
Breath of the Dragon 0/3 used (+3 weapon, holy&+1)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic damage.
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic damage.
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+12[/dice] magic damage.

Mortimer Smith |

Round1, Init 14
Hits: 88
Damage: 2d8 (Monk’s robe)
AC: 32/(33, buckler,Magic Vestment)
Slots:
Martial Flexibility: 8 / 9
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
Magic Vestment +3
Barkskin +4
--------------------------------------------------------------------
(Innate: Dragon Style, Dragon Ferocity, Improved Critical, Stunning Fist, Improved Grapple, others)
AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +13/+8/+3 (level 10)
ToHit = 1d20+18+1+1 (Weapon Focus, Amulet)
RHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d20+15-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d20+10-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+16
Fort+11 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+14
Will +9
(Cloak +2)
Max Flexlo Slots 9
Initiative +4
CMB = 18
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (13 + 5 + 10 + 4 + 2 + 2 + 1 == 37)
CMD (Grapple) = 37 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 43)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (37+2 == 39)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (37+1 == 38)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Mortimer looks in disgust at the carven walls. "Nice guys," he says sarcastically.
Turning his attention to the figure in dark armor he cringes at the sound of Abyssal.
"I know you," he growls in response, pointing the complemtary Lighning Sword of Aqaa at the figure. "You're the nicest guy of all... The years have not been kind to you."
He pauses when he hears the Gnome start shouting and running about. Delay until after Ascaria.
"Oh Mort! I'll get this knight with the kiwis for eyes and you help them with the beetles, okay?"
"Sure Sol, just let me know if you need a Sonic Boost," he says, waving the Lightning sword, briefly (until Ascaia touches him) then closes on one of the beetles (the middle one).
I need to name this sword...Immediate, Spring Attack, fifteen feet to hit middle beetle, fifteen feet to present location on map.
ToHit: 1d20 + 17 ⇒ (19) + 17 = 36 +Amulet, -PowerAttack, Stunning Fist Fort Save DC20
for Damage: 2d8 + 10 + 8 + 1d6 + 1d6 ⇒ (6, 3) + 10 + 8 + (4) + (5) = 36 +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron
Successful Stunning Fist == opponent is stunned for one round and also shaken for Shaken: 1d4 + 5 ⇒ (3) + 5 = 8 rounds.
Crit Confirm?: 1d1d20 + 17 ⇒ (4) + 17 = 21 +Amulet, -PowerAttack
for Damage: 2d8 + 10 + 8 + 1d6 + 1d6 ⇒ (4, 1) + 10 + 8 + (6) + (1) = 30 +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron

GM Rat Sass |

The gnome's movements don't draw any opportunistic bites, while he administers his touches. The giant draws first blood on a beetle, trying to stop it in its insectoid tracks for his meditative mauling. Alas, the creature's undead nature allows it to waive such potential stunning side effects. Like the gnome says- nasty brutes.
To solidify their status as nasty, the three beetles begin to chitter maddeningly. The noise is overwhelming, especially for their proximity.
Will Save DC 23, everyone. Failure, and it's all you can do to try and block the sound from your mind, clutching at your skull, unable to take any actions for the round. This is sonic, mind-affecting effect.
The northernmost beetle moves up on Mortimer, leveling its full set of attacks.
Bite Attack, M: 1d20 + 19 ⇒ (19) + 19 = 38 for 4d6 + 11 + 2d6 ⇒ (2, 5, 3, 3) + 11 + (5, 5) = 34 damage
Confirm Critical?: 1d20 + 19 ⇒ (7) + 19 = 26 for 4d6 + 11 ⇒ (2, 2, 6, 1) + 11 = 22 damage
Claw Attack, M: 1d20 + 14 ⇒ (2) + 14 = 16 for 1d6 + 5 ⇒ (6) + 5 = 11 damage
Claw Attack, M: 1d20 + 14 ⇒ (18) + 14 = 32 for 1d6 + 5 ⇒ (1) + 5 = 6 damage
The middle beetle, already injured, doesn't seem to hold a grudge against Mortimer, lumbering past him to attack Eidi instead. Provokes an AoO from Mortimer.
Bite Attack, Ei: 1d20 + 19 ⇒ (15) + 19 = 34 for 4d6 + 11 + 2d6 ⇒ (1, 2, 4, 1) + 11 + (2, 5) = 26 damage
The southernmost beetle rounds the bend, targetting 1 Ascaria, 2 Eri: 1d2 ⇒ 1 Ascaria.
Bite Attack, A: 1d20 + 19 ⇒ (12) + 19 = 31 for 4d6 + 11 + 2d6 ⇒ (2, 5, 5, 3) + 11 + (4, 5) = 35 damage
The beetles' bites are demonstrating a vile, necrotic damage in addition to the sheer strength of the shear.
Eri and Eidi are up! Also, don't forget the AoO, Mort!

Mortimer Smith |

Round1, Init 14
Hits: 88 [-34]
Damage: 2d8 (Monk’s robe)
AC: 33 (buckler,Magic Vestment)
Slots:
Martial Flexibility: 9 / 9
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
Magic Vestment +3
Barkskin +4
--------------------------------------------------------------------
(Innate: Dragon Style, Dragon Ferocity, Improved Critical, Stunning Fist, Improved Grapple, others)
AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +13/+8/+3 (level 10)
ToHit = 1d20+18+1+1 (Weapon Focus, Amulet)
RHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d20+15-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d20+10-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+16
Fort+12 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+15
Will +12
(Cloak +2)
Max Flexlo Slots 9
Initiative +4
CMB = 18
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (13 + 5 + 10 + 4 + 2 + 2 + 1 == 37)
CMD (Grapple) = 37 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 43)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (37+2 == 39)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (37+1 == 38)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
WillDC23: 1d20 + 12 ⇒ (13) + 12 = 25
The middle beetle, already injured, doesn't seem to hold a grudge against Mortimer, lumbering past him to attack Eidi instead.
"HEY!" Mortimer shouts. "Going where?! I don't think so!"
ToHit: 1d20 + 17 ⇒ (4) + 17 = 21 +Amulet, -PowerAttackfor Damage: 2d8 + 10 + 8 + 1d6 + 1d6 ⇒ (1, 2) + 10 + 8 + (6) + (1) = 28 +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron

Eri Nandri |

Round 1, Init 12 (BoF) AC: 19
WILL save DC:23, prot. evil: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Eri clutches his skull and writhes trying to get the maddness out.
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +8
Defensive casting concentration check = +21 (@11th, with headband)
Spell Penetration= +15 (@11th) [feats: spell pen and greater spell pen]
Dispel magic level check= +13 (@11th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:14(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:15 (7/7 per day 2/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:16 (7/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:17 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:18 (6/7 per day) (Detect Scrying, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:19 (4/4 per day) (Parchment Swarm, Sonic Thrust)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+15 or +13/+13 (fight+1, sorc +3, ER +5, WF +1 dex +3 bow +2 )
PB: +16 or +14/+14 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Eidi |
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Will DC 23: 1d20 + 18 ⇒ (18) + 18 = 36
"Lady! I am getting old, but I can still hear that horrible scream!" Eidi answers angry in an effort to avoid his concentration slipping away taken by the screech.
The half-elf steps back and produces a licorice root while starting to say arcane words. He focuses trying to find the proper accent for the spell to take effect and when he completes his movements the group is suddenly affected by haste!
HP: 94/120, AC: 20

GM Rat Sass |

Both the Knight's DR and the Beetles' DR is DR 10/Silver.
Mortimer begins his beetle bashing with a single strike to the skitterer's shell, though his opportunistic attack fails to land. Solrisa readies a welcome for the Kyuss Knight, while addressing him formally with her god's support. Ascaria scrambles to see everyone protected a little more powerfully against the semi-swarm. Eri takes a moment to compose himself. Eidi brings a quickness to all, hoping to make brisk work of the beetles et al.
The Knight of Kyuss steps up on Solrisa. He allows his actions to speak for themselves. Her readied swing goes wide, as does his, but at least he's close enough to see her in a better light. The two bloated worms wriggle in anticipation.
Bastard Sword, S: 1d20 + 22 ⇒ (4) + 22 = 26 for 1d10 + 15 ⇒ (8) + 15 = 23 damage
Round 2
Mortimer- 21 (-34hp)
Ascaria- 15 (-35hp)
EB- 12
Eri- 12-
Eidi- 6 (-26hp)
Solrisa- 6
KoK- 6-
Mortimer and Ascaria are up!
Roll20 Map has been updated.
Party Buffs
Air Walk, Communal
Haste
Heroes' Feast(9 temp HP, +1 morale bonus to attacks & Will Saves and +4 morale bonus to Saves vs Fear & Poison)
Protection from Evil, Communal

Mortimer Smith |
1 person marked this as a favorite. |

Round2, Init 14
Hits: 89 [-34]
Damage: 2d8 (Monk’s robe)
AC: 33 (buckler,Magic Vestment, Barkskin)
Slots:
Martial Flexibility: 8 / 9
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 13 / 14
Saves:
Fort+12 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+16 (Haste)
Will +13 (Cloak +3, Feast), +4 vs Fear/Poison
Magic Vestment +3
Barkskin +4
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))
Protection from Evil, communal (everyone)
Haste (one extra attack, +1 attacks, +1 dodge AC and Reflex, move x2
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)
AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +13/+8/+3 (level 10)
ToHit = 1d20+18+1+1 (Weapon Focus, Amulet)
RHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d20+15-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d20+10-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+16
Fort+12 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+15
Will +12 (Cloak +3)
Max Flexlo Slots 9
Initiative +4
CMB = 18
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (13 + 5 + 10 + 4 + 2 + 2 + 1 == 37)
CMD (Grapple) = 37 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 43)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (37+2 == 39)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (37+1 == 38)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT
Mortimer feels invigorated by the sudden influx of the licorice wave.
"Much appreciated, Eidi!"
He grits his teeth and bears down on the wounded beetle, turning his attention to the fresh beetle north of him if the middle beetle keels over.
LeftPunch: 1d20 + 18 ⇒ (10) + 18 = 28 +Amulet, -PowerAttack, Feast, Haste
for Damage: 2d8 + 10 + 8 + 1d6 + 1d6 ⇒ (7, 2) + 10 + 8 + (6) + (2) = 35 Monk's Robe +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron
RightSnapKick: 1d20 + 18 ⇒ (10) + 18 = 28 +Amulet, -PowerAttack, Feast, Haste
for Damage: 2d8 + 7 + 8 + 1d6 + 1d6 ⇒ (8, 1) + 7 + 8 + (5) + (6) = 35 Monk's Robe +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron
LeftBootToHead: 1d20 + 13 ⇒ (12) + 13 = 25 +Amulet, -PowerAttack, Feast, Haste
for Damage: 2d8 + 5 + 8 + 1d6 + 1d6 ⇒ (7, 5) + 5 + 8 + (2) + (3) = 30 Monk's Robe +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron
LeftHook: 1d20 + 8 ⇒ (18) + 8 = 26 +Amulet, -PowerAttack, Feast, Haste
for Damage: 2d8 + 5 + 8 + 1d6 + 1d6 ⇒ (8, 4) + 5 + 8 + (2) + (2) = 29 Monk's Robe +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron
Haste
KneeToCarapace: 1d20 + 18 ⇒ (16) + 18 = 34 +Amulet, -PowerAttack, Feast, Haste
for Damage: 2d8 + 10 + 8 + 1d6 + 1d6 ⇒ (1, 6) + 10 + 8 + (2) + (6) = 33 +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron