
![]() |

Thanks. Sorry for all the mess we made trying to figure out how and where to move and all
Parrym calls out: "I'll open a door here!"

Voodoo Amiri |
1 person marked this as a favorite. |

FREE ACTION-Amiri Rages (10/12)
Once again, Amiri sees herself upon a cake...however, possibly due to to the horror of the monstrosity before her, it is not quite the same cake. Tiered and flowered, it is a grand masterpiece to behold!
She looks down and sees that she is wearing an extravagant gown of the purest white.cue Madonna's "Like a Virgin"
Esmerelda Balcescu, the flawless planner, is laying out the final buffs upon the wedding party.
Narayan Singh ushers the last few guests to their designated places, narrowing his eyes as he scans the area for any who would disrupt the ceremony.
Parrym glides low on Meneldnor bearing the platinum ring she would wear, flower petals softly floating down as they pass down the aisle.
Inspector Pendergast, clasping her arm, leads her down the aisle. As they stop before the altar, he raises her veil and kisses her on the cheek, giving the blushing bride away.
Imhakaru, the stately paladin stands ready to preside over the ceremony in the center of the altar.
All of the groomsmen and bridesmaids stand equally with her on the bride's side...across from them, a horrid creature.
"Does anyone have any objections as to why this battle should not occur? Speak now or forever hold your peace!"
Pendergast swiftly stabs Crove to eliminating any threat of trouble trouble from him.
"Something old..." Her Large Bastard Sword
"Something new..." The new Longsword they found
"Something borrowed..." the platinum ring
"And Imhakaru!
"Amiri, do you take this abomination, to slash, and hew...until death do you part?"
"I do!"
MOVE ACTION: "Amiri's walk down the aisle"
FORT SAVE 22/Rage/Protection vs evil: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Nervousness gets the best of her and makes her a bit sick
L/Bastard Sword/rage/bull str/sickened: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
DMG: 2d8 + 10 + 1 - 2 ⇒ (3, 8) + 10 + 1 - 2 = 20
To hit is 1 less...its +9 while raging not +10

![]() |

Narayan begins to grow weary despite Esmeralda's infusion of Strength, but until this beast is broken, he will not falter.
Mighty Punch!: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Magic Bludgeoning & Acid: 1d8 + 11 + 2 + 1d6 ⇒ (5) + 11 + 2 + (3) = 21
Phoenix's Beak: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Magic Bludgeoning & Acid: 1d8 + 8 + 2 + 1d6 ⇒ (7) + 8 + 2 + (6) = 23
Distancing Side Kick: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Magic Bludgeoning & Acid: 1d8 + 8 + 2 + 1d6 ⇒ (4) + 8 + 2 + (6) = 20
Final Knee: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17 Spending Ki
Magic Bludgeoning & Acid: 1d8 + 8 + 2 + 1d6 ⇒ (8) + 8 + 2 + (3) = 21

![]() |

Esmerelda casts a protection from evil spell on Narayan, before stepping back to make room for Parrym. Once outside the immediate threat, she takes a moment to get sick on the stairs.

![]() |

Double move into the hallway, beast in sight.
My, my. Miss Amiri is practically *glowing*! And Mr. Singh is an inspiration of form and function. How Miss Parrym can cartwheel on the wing in these confined spaces is impressive. And I hope one day I can claim as much experience as Miss Esmeralda has clearly shown. Hmm... Where's that silly fox-man?

GM Fez |

Narayan's weakening blows lead to the toughened skin of the Spawn stopping him in all but a single kick. The monster cries out in near glee those terrible syllables once more, "YOG-SOTHOTH!"
It lashes out with tentacle and tooth, looking to exsanguinate Narayan and Amiri.
Who gets the tooth?: 1d2 ⇒ 1
Snap (Narayan)!: 1d20 + 17 - 6 ⇒ (9) + 17 - 6 = 20
Lash (Narayan)!: 1d20 + 16 - 6 ⇒ (7) + 16 - 6 = 17
Crack (Narayan)!: 1d20 + 16 - 6 ⇒ (19) + 16 - 6 = 29
Whip (Amiri)!: 1d20 + 16 - 6 ⇒ (16) + 16 - 6 = 26
Squeeze (Amiri)!: 1d20 + 16 - 6 ⇒ (20) + 16 - 6 = 30
Confirm (Amiri): 1d20 + 16 - 6 ⇒ (2) + 16 - 6 = 12
Who gets the grab?: 1d2 ⇒ 1
Grab (Narayan)!: 1d20 + 19 + 4 - 6 ⇒ (2) + 19 + 4 - 6 = 19
Damage (Narayan): 1d6 + 4 ⇒ (1) + 4 = 5
Damage (Amiri): 2d6 + 8 ⇒ (3, 4) + 8 = 15
The tentacles whip about the room, destroying the furniture, pulping the corpses, and striking Amiri and Narayan.
Order 3rd Round
Narayan, Esmerelda, Pendergast
Spawn of Yog-Sothoth -91
Parrym, Amiri
Delay: Imhakaru

![]() |

I'm posting before my turn comes up because I'll be running our local game day and may not be on the rest of the day. Don't want my turn to hold things up, especially when it's so simple.
With the effects of her story waning, Esmerelda continues the next part of her story of heroes overcoming unknown beasts of the deep. Lingering song runs out, so putting back up bardic performance for +2 hit/dmg/sv vs will

![]() |

Parrym opens the "secret" door, and, her eyes on Amiri, she invokes Ketephys and casts Shield Other.
The rings on the fingers of Amiri and Parrym glow, and a Divine Link is created.
Amiri feels an aura of protection around her.
Amiri: you have +1 deflection bonus to AC ; and +1 resistance bonus to all your saves (this does not count if you already have this type of bonus in one or the other case).
GM of the cool hat: so long as we are withing 45 ft, Parrym takes 50% of the hit point damage Amiri takes (it is split 50/50). HP dam' but not Con' drain etc.

![]() |
The silly fox man fell off the face of the earth but has somehow looped around - so sorry all.
Frustrated by some unseen force impeding his actions, Imhakaru finally comes to.
"Aha! Time to shine, the light of the sun shall burn this abomination from the world!"
Imhakaru smites it, and double moves around attempting to dance past the writhing tentacles.
acrobatics: 1d20 + 10 ⇒ (10) + 10 = 20
Buffed AC: 28

Enraged Voodoo Amiri |

FREE ACTION:Amiri lets go of ther Bastard sword and
MOVE ACTION:Draws the Magical Longsword they found in the mushroom cave. Gripping it with two hands, she swings it at the disgusting creature, once again putting the icing on the cake with
NO ACTION (-2 to hit/+6 DMG): Power Attack and
SWIFT ACTION (+2 DMG): Powerful Blow.
+1 Longsword(aberration-bane)=+3//BAB=+4//Rage/Bull STR(26)=+8//Bardic PRF=+2//Sickened=-2//Power Attack=-2: 1d20 + 3 + 4 + 8 + 2 - 2 - 2 ⇒ (4) + 3 + 4 + 8 + 2 - 2 - 2 = 17
DMG- LS(1d8+3 +2d6)//1.5 STR(+12)//PA(+6)//PB(+2)//Bardic PRF(+2)//Sickened(-2): 1d8 + 3 + 12 + 6 + 2 - 2 + 2d6 ⇒ (1) + 3 + 12 + 6 + 2 - 2 + (1, 6) = 29
What a crappy to hit roll for all that!
Parrym, I've taken 15 pts DMG if we are splitting it

GM Fez |

Imhakaru is swatted at for his acrobatics.
Swat!: 1d20 + 16 - 6 ⇒ (20) + 16 - 6 = 30
Confirm: 1d20 + 16 - 6 ⇒ (20) + 16 - 6 = 30
Grab: 1d20 + 19 + 4 - 6 ⇒ (2) + 19 + 4 - 6 = 19
Damage: 2d6 + 8 ⇒ (6, 3) + 8 = 17
The tentacle lashes him, but doesn't stop him from getting into position.
Amiri's aim is just off, allowing the creature to continue its thrashing.
Order 4th Round
Narayan, Esmerelda, Pendergast
Spawn of Yog-Sothoth -91
Imhakaru, Parrym, Amiri

![]() |

His chest heaving from his exertions, Narayan bats at the tentacles, trying to drive his way through them to the Beast's heart. Suddenly pausing in the midst of battle, he delivers a single precisely aimed kick.
Mighty Punch!: 1d20 + 13 + 1 + 2 + 2 ⇒ (1) + 13 + 1 + 2 + 2 = 19
Magic Bludgeoning: 1d8 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
Vicious Headbutt: 1d20 + 13 + 1 + 2 + 2 ⇒ (5) + 13 + 1 + 2 + 2 = 23
Magic Bludgeoning: 1d8 + 8 + 2 + 2 ⇒ (5) + 8 + 2 + 2 = 17
Quick Knee: 1d20 + 8 + 1 + 2 + 2 ⇒ (4) + 8 + 1 + 2 + 2 = 17
Magic Bludgeoning: 1d8 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20
Sudden High Kick: 1d20 + 13 + 1 + 2 + 2 ⇒ (20) + 13 + 1 + 2 + 2 = 38
Magic Bludgeoning: 1d8 + 8 + 2 + 2 ⇒ (1) + 8 + 2 + 2 = 13
Confirm: 1d20 + 13 + 1 + 2 + 2 ⇒ (7) + 13 + 1 + 2 + 2 = 25
Extra Damage: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18 Also if this thing feels fear, it is shaken for Rounds: 1d4 + 5 ⇒ (4) + 5 = 9

![]() |

Sickened cancels out Bard Song; Range/Cover cancels out my Dex/BAB; –4 in melee; Spend 2 points of Inspiration
"Stand... Very... Still... Miss Amiri..."
5 foot step directly behind Amiri.
Molotov Cocktail: 1d20 - 4 + 1d6 + 1 ⇒ (16) - 4 + (1) + 1 = 14 (vs Touch)
2d6 ⇒ (6, 6) = 12 Acid 2d6 ⇒ (4, 3) = 7 Fire

GM Fez |

Pendergast's bomb and Narayan's high kick collide with the beast, bringing it down once and for all. Combat over!
As the spawn dies, it roars in outrage and then quickly slops away into a foul-smelling mess, leaving behind only a noxious, crusty stain of white powder on the ground. Eerily, its death is marked by a sickening sigh that seems to shudder up from the very earth itself, as if something even deeper under Carrion Hill were mourning the spawn’s death. As the sigh reverberates, it is taken up by an even greater noise from the skies above Carrion Hill as wheeling storms of crows descend back to the city’s rooftops, cawing and shrieking and cackling in a cacophony that lasts for hours.
In any event, with the spawn slain, the Carrion Hill Horror comes to an end and life begins to return to normal. Mayor Heggry honors his promise to award you, and in the light of their vanquishing of the hidden danger presented by the Keepers of the Oldest, he increases the award by an additional 3,000 gp, as well as words of praise to Venture-Captain Beaurigmand Trice.
Without a way to contact Doctor Trice you are forced to walk through the Ustalav country side, a perilous journey itself, but you make it back to the Vodavani Lodge in Caliphas. Adventure over! I'll need a d20 roll from everyone please. If you get a 19 or 20 roll an additional d4. It looks like I still need day job rolls from Imhakaru, Narayan, and Parrym as well. I'm working on chronicles now. Is anyone on slow track? Amiri, are you applying this to a level 1 character?

GM Fez |

Pendergast, I've already got all the info I need for your chronicle here
If anyone is wondering the spawn started with 10 negative levels and regained 2 for each soul it consumed from the 5 who summoned it here. If you had left things lie for 12-16 hours it would have started finding and consuming the keepers and regaining power.

Voodoo Amiri |

" It figures that the door Parrym opened was a cell! Speaking of cells, Inspector, do you think it's safe enough now to go let that Morlan fellow that you talked to earlier out of his cell now?..."

Voodoo Amiri |

Thanks for having me GM Fez...very well run adventure! Great interpretation of Pendergasts augury writing. It was a lot of fun to adventure and interact with everyone here!

![]() |

Looks good - noticed there was a typo when I put in my info at the start though. Narayan is my -6. (I'm happy to write the gameday people if you've already submitted it)

Voodoo Amiri |

This was a pretty damn good story, and you told it really well! Judging by the damage output of Narayan, it seems these modules aren't made tough enough. Sometimes you want a good ole dungeon crawl with a healthy bump of monsters to chop through. The implied danger presented by the Chaos Beast was interesting, glad we had someone who could conjure an earth elemental...I really did not want to have to make the FORT save! Thank you all for having me it was a blast!

![]() |

Definitely a lot of fun! I'll be keeping an eye out for any other tables you put up!