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The huge sized belt is a belt of thunderous charging. Gives damage bonuses while charging. And +2str enhancement. It is sized for a huge creature though, so how would you be able to wear it?

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Theodric appears uninterested. His strength belt doesn't require 'charging'. Theodric has seen so-called wizards fret over their toys constantly and losing their charging cables...

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@GM only armor and weapon are "sized", wondrous item adapt to the size of the wearer (yeah magic!) ;-)
If someone want it? If not, it will go to the Society.
Says Devko

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Didn't know that about belts! Learn a new thing everyday. I'm assuming we're ok to just stick to the leftmost for now.
The room immediately to your left seems to be some sort of resting area. Two sleeping pallets, two footlockers, and a small rack for weapons and armor are the only furnishings in this sparse room. Two torch sconces are mounted to the wall. The weapons are purely mundane.
This room is all flavour, nothing to see.
Down the relatively small (in relation to the others here) corridor, the doors leading to out of it are locked!
Devko -1, Harsk -9

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Lack of a disable device check you can break down the stone door, or move on to the next room.

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Would my durable adamantine arrow enough to chip the lock away?

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Mighty generous of you!
Theodric produces his own 'thieves' tool': an adamantine arrow, and starts jamming the lock repeatedly, with great effort, strength, and many curse words. Eventually the entirety of the lock mechanism rests at his feet in the form of steel shavings, with a nasty blister forming on his thumb.
"Hmm... let us see what is in there and if it was worth the effort!"

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Awaiting in the darkness as you walk through the heavy doors, is an unusual sight with a strong stench of death. The walls of this chamber angle outward, creating an irregular trapezoidal shape. Large wooden tubs of unwholesome fluids stand to the north and south, their contents slowly bubbling without an obvious source of heat. Huge worktables surround a large iron grate in the floor in the center of the room. Upon the tables are an odd hodgepodge of surgical tools, saws, balls of twine, and materials suited for a puppeteer's workshop.
You technically can't see all of that immediately, but it's easier if I descript it now.
A voice from around the corner yells angrily in giant. "You dare disturb my work! This shall be your grave, you will be part of my work!" The speaking pale giant dressed like a reaper would be soon recognized as the tomb giant the frost giant spoke of earlier. Standing in front of him are two monstrous looking undead who have seemed to be put together as a combination of multiple dead creatures.
Kn. Religion for the undead.
Harsk: 1d20 + 5 ⇒ (14) + 5 = 19
Theodric: 1d20 + 3 ⇒ (16) + 3 = 19
Devko: 1d20 + 4 ⇒ (10) + 4 = 14
Theo: 1d20 + 0 ⇒ (4) + 0 = 4
Glaube: 1d20 + 0 ⇒ (17) + 0 = 17
Tomb: 1d20 + 3 ⇒ (5) + 3 = 8
Undead: 1d20 + 1 ⇒ (11) + 1 = 12
~~~
Combat Round 1
Harsk -9, Theodric
Glaube, Devko -1
Undeads, Giant
Theo

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How "big" are the map squares? It looks like they're 10'x 10' :)
Harsk moves to get a shot at the giant. (Giant) "You're not making ME or my friends anyone's WORK!"
double move? 30'?

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kn.rel: 1d20 + 8 ⇒ (13) + 8 = 21
Standard Action: Cast Blessing of Fervor on the whole party. (choosing to take a +2 dodge bonus to AC and Reflex saves for Glaube)
Move Action: Move in front of Harsk to provide him a small amount of cover from any ranged attacks.
Free Action: "Surrender! You shall not prevail!"

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Every map square is 10 by 10 for this book.
Glaube realizes this undead creature is unnatural, one that was constructed by magic and alchemy, from his features, the cleric knows the very least that these creatures are resistant to bludgeoning and slashing and likely has some form of diseases.

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Takes +2 dodge bonus to AC and Reflexe from BoF
Devko moves and starts dancing to encourage his comrades in this fight.
What are these? he asks Glaube.
Know. Arcana: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against charm and fear

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Theodric moves to stand beside Devko and enlarges himself using the powers of his cloak!
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

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Kn. Arcana doesn't add any identification unfortunately. The magic and alchemy construction was flavour text. Purely Kn. Religion.
One of their arms does have 15ft reach, everythinhg else 10ft reach.
The creatures lunge forward and attempt to lash out at Theodric while the Tomb giant slowly moves around from behind.
Bite: 1d20 + 17 ⇒ (11) + 17 = 28B/P: 1d8 + 7 ⇒ (7) + 7 = 14
Bite: 1d20 + 17 ⇒ (19) + 17 = 36B/P: 1d8 + 7 ⇒ (2) + 7 = 9
I believe 36 misses Theodric?
Tomb giant double moves
~~~
~~~
Combat Round 1/2
Harsk -9, Theodric
Glaube, Devko -1
Undeads, Giant
Theo

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Harsk steps bit towards the pit.
"I"ll take out the giant!" He pulls his crossbow to his shoulder and unloads.
1st shot with rapid shot and bard song +2 from blessing of fervor
attack: 1d20 + 31 ⇒ (6) + 31 = 37
damage: 1d10 + 13 + 1d6 ⇒ (6) + 13 + (6) = 25
2nd shot with rapid shot etc
attack: 1d20 + 31 ⇒ (7) + 31 = 38
damage: 1d10 + 13 + 1d6 ⇒ (9) + 13 + (5) = 27
3rd shot
attack: 1d20 + 26 ⇒ (16) + 26 = 42
damage: 1d10 + 13 + 1d6 ⇒ (7) + 13 + (2) = 22
4th shot
attack: 1d20 + 21 ⇒ (1) + 21 = 22
damage: 1d10 + 13 + 1d6 ⇒ (8) + 13 + (2) = 23
last shot
attack: 1d20 + 16 ⇒ (20) + 16 = 36
damage: 1d10 + 13 + 1d6 ⇒ (8) + 13 + (6) = 27
crit confirm
attack: 1d20 + 16 ⇒ (12) + 16 = 28
damage: 1d10 + 13 + 1d10 ⇒ (3) + 13 + (4) = 20 just 1d10 fire if it confirms

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AC 35 now due to enlarge--> 36 was a hit!!

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Moving so he could get the trio of undead in a line, a beam of sunlight struck the foes with his holy light. The beam easily tore through the tomb giant's defenses.
Sunbeam DC 26 reflex: 11d6 ⇒ (5, 4, 6, 4, 2, 3, 5, 1, 2, 4, 4) = 40
Tomb Giant SR?: 1d20 + 11 ⇒ (20) + 11 = 31
+ blind if it fails the save.

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All creature's are still alive, albeit barely for the tomb giant even if he fails the save.
Theodric needs to make a 2 fort save vs paralysis and ghoul fever. DC19. This is a disease effect
Also forgot, everyone needs to make a save vs Stench DC19 or be sickened

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Take the additional attack for MoF
Fortitude DC19 (Stench): 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Devko resist to the odor of the giant. He takes a step 5ft. step towards the giant and undead amalgam. He charges his weapon with raw arcane energy and strikes at the giant while dancing.
if the giant falls, Devko will continue on blue
Falcata #1: 1d20 + 17 + 2 + 3 - 3 ⇒ (8) + 17 + 2 + 3 - 3 = 27
Damages: 1d8 + 22 + 3 + 3 ⇒ (2) + 22 + 3 + 3 = 30
Falcata #MoF: 1d20 + 17 + 2 + 3 - 3 ⇒ (12) + 17 + 2 + 3 - 3 = 31
Damages: 1d8 + 22 + 3 + 3 ⇒ (6) + 22 + 3 + 3 = 34
Falcata #2: 1d20 + 12 + 2 + 3 - 3 ⇒ (19) + 12 + 2 + 3 - 3 = 33
Damages: 1d8 + 22 + 3 + 3 ⇒ (1) + 22 + 3 + 3 = 29
Crit Confirm #2: 1d20 + 12 + 2 + 3 - 3 ⇒ (8) + 12 + 2 + 3 - 3 = 22
Additional Damages: 2d8 + 44 + 6 + 6 ⇒ (1, 8) + 44 + 6 + 6 = 65

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Fort, Heroism: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
Fort, Heroism: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Fort, Heroism: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15--> Sickened
Full Attack vs. Red, with spillover damages on blue, if red croaks
Two-handed +1 adamantine Keen Falcata, Power Attack, Combat Expertise, Heroism, Inspire Courage, Undead Bane, Blessing of Fervor, Sickened: 1d20 + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 2 ⇒ (20) + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 2 = 46 for 2d6 + 29 + 3 + 2d6 + 2 - 2 ⇒ (6, 2) + 29 + 3 + (6, 2) + 2 - 2 = 48 adamantine slashing magical dmg.
2nd attack: Two-handed +1 adamantine Keen Falcata, Power Attack, Combat Expertise, Heroism, Inspire Courage, Undead Bane, Blessing of Fervor, Sickened: 1d20 + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 5 - 2 ⇒ (3) + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 5 - 2 = 24 for 2d6 + 29 + 3 + 2d6 + 2 - 2 ⇒ (3, 5) + 29 + 3 + (3, 1) + 2 - 2 = 44 adamantine slashing magical dmg.
3rd attack: Two-handed +1 adamantine Keen Falcata, Power Attack, Combat Expertise, Heroism, Inspire Courage, Undead Bane, Blessing of Fervor, Sickened: 1d20 + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 10 - 2 ⇒ (1) + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 10 - 2 = 17 for 2d6 + 29 + 3 + 2d6 + 2 - 2 ⇒ (4, 1) + 29 + 3 + (3, 1) + 2 - 2 = 41 adamantine slashing magical dmg.
5-foot step towards Devko; AC 38 --> Combat Expertise
===================
CONFIRM CRIT ON RED: 1d20 + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 2 ⇒ (8) + 25 - 3 - 3 + 2 + 3 + 2 + 2 - 2 = 34 for 4d6 + 58 + 6 + 4 - 4 ⇒ (3, 4, 2, 2) + 58 + 6 + 4 - 4 = 75 additional adamantine slashing magical dmg on 1st hit vs. RED.

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Theo, I just realised, that you won't be able to line yourself up for all three for Sunbeam due to the walls. At best it seems you could move and hit both undeads, would you like to retcon your actions?
Need fort save from Glaube, Harsk, Theo for Stench.
Glaube is up!

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Ugh high level math! lol. But let's keep it going! So Harsk save was important from a combat perspective as that was the difference between a dead giant or a barely alive giant.
Theo blinds the undead beings with a burst of radiant light.
Blue,Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
Red,Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Taking advantage of the opening, Theodric, in giant form, and Devko jumps forward taking out an undead each with a few powerful strokes from their held weapons.
Harsk badly injures the hooded figure with a few arrows, but not enough to kill it. Deciding that the fight is lost, the tomb giant immediately disappears in place.

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@GM Devko is near the Giant and he has the Disruptive and Spellbreaker feat.
Spellcraft: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

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Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
"Looks like he is taking a trip in the Ethereal plane." Brother Theo said as he thought a bit.
Does Ghostbane dirge work on Ethereal creatures? If so, cast Mass Ghostbane dirge

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This was a spell like ability that activated on command. So no casting defensive was required. But good to know for future reference! Those feats are brand new to me but look really neat.
Unfortunately as I understand it, Ghostbane works only on incorporeal, for all intends and purposes, he is not off this plane of existence anymore and can't be attacked unless you turn ethereal. But neither can he unless he turns material. Unless someone has a way of becoming ethereal to chase him down, you will find out in a few that he has escaped for his own safety, which would have been really interesting in an AP setting.

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Sorry, used the term spell like loosely there, he actually triggered a magic item on command, which was a cloak of etherealnrss. I could be wrong but I believe magic items don't provoke unless specified.

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With that in mind, anything else you guys want to do in this here room or should we move on to the next?

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Devko starts looking around if they find anything useful for them.
Perception (take 10) + Detect magic: 10 + 20 + 2 = 32

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Devko: if you still have See Invisibility you should be able to see it so if you have a way to produce force effects that would work; Brother Theo: abjurations extend to the ethereal plane so if you have a way to see invisible creatures you could target it with your banishment spell and if it fails its save (unlikely) it would be forced back into our dimension...

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@GM If no more than 240mn have passed, I still have see invisibility.
With my Inspire Courage I can give ghost touch to my weapon, does it will work?

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I don't think ghost touch weapons work against ethereal foes. You need magic missiles, force sword spell, spiritual weapon spells, etc. or some kind of offensive abjuration but those are probably rare and hard to find...

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No more than 240mins would have passed, so you would have seen him turn ethereal and attempt to escape behind you. Ghost touch doesn't work, so unless you can kill him in one round, he escapes through the walls.. Which you will soon find after that there is a secret door where he walked through the wall.

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I have a boon from 7-5 (School of Spirits) New Recruit. I grants me a one time use of a spiritualist spell up to 1/3 of my level at CL-3(8) with the spell cast from a 17 Wisdom. Can I use Devko to get the correct location to cast Ectoplasmic Snare? (Pg 168 Occult Adventures)

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It would be possible, but there would also be a 50 percent miss chance from concealment.

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1-50 miss: 1d100 ⇒ 56
ranged touch: 1d20 + 6 ⇒ (16) + 6 = 22
Dc 16 reflex if it hits.
Calling forth a spirit that owed Brother Theo a favor, a tendril reached out to grasp the fleeing foe.
damage if fails save: 1d6 + 4 ⇒ (3) + 4 = 7

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Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
The way I read the spell, it's not a complete movement restriction. Hence..
Theo attempts a hopeful effort to stop the giant from escaping with some spirit help. The giant unfortunately struggles enough that he is able to get out of reach.
From the spell, you will realise that he spend a round or two longer tethered than anticipated. i.e. If you expected his move speed of 30 ft to be out of range in 4 rounds. He was tethered perhaps 5 or 6 rounds.