
Seamus Passeri |

Fort DC 20 or lose a level: 1d20 + 14 ⇒ (12) + 14 = 26
Fort DC 20 or lose a level: 1d20 + 14 ⇒ (9) + 14 = 23
Hearing Izomandakus tell him to attack the dead wizard, Seamus turn back "I'll be right there!" He then finishes stepping behind the undead and attacks repeatedly.
5 ft step. Fatigued: -2 str & dex Blessing of fervor E+2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Haste a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Flank AC 32, Full attack: + 1 keen Rapier: twf/+ 1 giant bane mithril short sword: WF/twf (buckler)
rapier: 1d20 + 18 + 1 - 2 - 1 + 2 + 1 + 2 ⇒ (4) + 18 + 1 - 2 - 1 + 2 + 1 + 2 = 25 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14 sneak: 7d6 ⇒ (4, 4, 6, 3, 1, 1, 5) = 24
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 - 1 + 2 + 1 + 2 ⇒ (18) + 18 + 1 + 1 - 1 - 2 - 1 + 2 + 1 + 2 = 39 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 sneak: 7d6 ⇒ (5, 5, 2, 5, 4, 5, 1) = 27
rapier: 1d20 + 13 + 1 + 1 - 2 - 1 + 2 + 1 + 2 ⇒ (20) + 13 + 1 + 1 - 2 - 1 + 2 + 1 + 2 = 37 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11 sneak: 7d6 ⇒ (4, 1, 1, 2, 1, 1, 1) = 11
shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 - 1 + 2 + 1 + 2 ⇒ (12) + 13 + 1 + 1 - 1 - 2 - 1 + 2 + 1 + 2 = 28 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 sneak: 7d6 ⇒ (4, 6, 2, 4, 3, 4, 6) = 29
Haste: rapier: 1d20 + 18 + 1 - 2 - 1 + 2 + 1 + 2 ⇒ (2) + 18 + 1 - 2 - 1 + 2 + 1 + 2 = 23 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10 sneak: 7d6 ⇒ (2, 2, 1, 2, 6, 6, 3) = 22
rapier: confirm crit: 1d20 + 13 + 1 + 1 - 2 - 1 + 2 + 1 + 2 ⇒ (1) + 13 + 1 + 1 - 2 - 1 + 2 + 1 + 2 = 18 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9

GM Euan - Rise |

Rastaf takes a chance at a long summons. Valena pounds on the devourer, but doesn’t quite bring it down as it continues to attack! Seamus rises up and pounds the devourer into the ground before swinging once on the lich but missing due to displacement. Izomandakus pins the lich! Kast against a pinned foe, hopes to do well, but magical protections continue to hamper his assault. Yet, his first swing connects with flesh - this foe can be beaten! Koba tosses a flurry at the lich, hoping for his first hit as well.
Displacement: 1d100 ⇒ 57 (low is bad for lich)
Koba bow: 1d20 + 16 + 0 ⇒ (11) + 16 + 0 = 27 damage: 2d8 + 10 + 18 ⇒ (6, 4) + 10 + 18 = 38
Koba bow: 1d20 + 16 + 0 ⇒ (20) + 16 + 0 = 36 damage: 1d8 + 5 + 9 ⇒ (5) + 5 + 9 = 19
crit Koba bow: 1d20 + 16 + 0 ⇒ (18) + 16 + 0 = 34 damage: 2d8 + 10 + 18 ⇒ (4, 3) + 10 + 18 = 35
Koba bow: 1d20 + 11 + 0 ⇒ (14) + 11 + 0 = 25 damage: 1d8 + 5 + 9 ⇒ (2) + 5 + 9 = 16
Koba, miraculously and thanks to the pinning, hits every time. Though he does more damage than he's done in his life before, it's still not enough to end the lich.
Azaven pinned, roars, ”Do you think your puny spells can end me?! Feel the power of death!”
He then channels negative energy, choosing to affect himself. And he does it twice (once as a move and once as a standard).
Channel Negative: 7d6 ⇒ (6, 5, 5, 5, 2, 3, 5) = 31 Will DC 21 for half
Channel Negative: 7d6 ⇒ (3, 3, 6, 6, 6, 2, 1) = 27 Will DC 21 for half
He heals his damage, and harms everyone except Koba. Rastaf, you’ll need to make two concentration checks, DC 10+spell level+damage dealt for each channel or lose your summons.
- Round 4 -
Rastaf - 21
Valena - 14 (2 images, fatigued)
Seamus - 13 (-56hp, fatigued, temporarily unblinded)
Izomandakus - 9+ (-17hp, 4 images, fatigued)
Pachemu - 9+ (fatigued)
Kast - 9-
Koba - 8
- Round 5 -
Azaven - 25 (-97hp, pinned)
• Next up - everyone!

Kast Phaer |

BoF to AC/attx/ref.
Round 5, Init 12-
1d20 + 12 ⇒ (17) + 12 = 29 Will
1d20 + 12 ⇒ (14) + 12 = 26 Will
Kast continues to attack the jitterspotted lich.
Iron Quill, two handed:
1d20 + 19 + 2 + 7 + 1 + 2 ⇒ (20) + 19 + 2 + 7 + 1 + 2 = 51 to hit; (GMW,Heroism,smite)
1d10 + 18 + 7 ⇒ (9) + 18 + 7 = 34 magic cold iron damage
high is good: 1d100 ⇒ 98 Displacement
Iron Quill, two handed:
1d20 + 11 + 2 + 7 + 1 + 2 ⇒ (12) + 11 + 2 + 7 + 1 + 2 = 35 to hit; (GMW,Heroism)
1d10 + 18 + 7 ⇒ (4) + 18 + 7 = 29 magic cold iron damage
high is good: 1d100 ⇒ 57 Displacement
Iron Quill, two handed:
1d20 + 6 + 2 + 7 + 1 + 2 ⇒ (19) + 6 + 2 + 7 + 1 + 2 = 37 to hit; (GMW,Heroism)
1d10 + 18 + 7 ⇒ (3) + 18 + 7 = 28 magic cold iron damage
high is good: 1d100 ⇒ 99 Displacement
Iron Quill, two handed:
haste: 1d20 + 19 + 2 + 7 + 1 + 2 ⇒ (20) + 19 + 2 + 7 + 1 + 2 = 51 to hit; (GMW,Heroism,smite)
1d10 + 18 + 14 ⇒ (6) + 18 + 14 = 38 magic cold iron damage
high is good: 1d100 ⇒ 3 Displacement
Iron Quill, two handed:
Crit 1: 1d20 + 19 + 2 + 7 + 1 + 2 ⇒ (8) + 19 + 2 + 7 + 1 + 2 = 39 to hit; (GMW,Heroism,smite)
1d10 + 18 + 7 ⇒ (4) + 18 + 7 = 29 magic cold iron damage
Iron Quill, two handed:
Crit 2: 1d20 + 19 + 2 + 7 + 1 + 2 ⇒ (9) + 19 + 2 + 7 + 1 + 2 = 40 to hit; (GMW,Heroism,smite)
1d10 + 18 + 7 ⇒ (10) + 18 + 7 = 35 magic cold iron damage
hp: 121/121
AC: 34/27/19 (always on shield, Barkskin included) +1 with MCaE +2 BoF + 7 smite
Saves: F10/R15/W12* +7 vs. mind affecting
Furious Focus, GWM=+3, SoF = +4
Aroden's Verve: 0/0 used
GlitterBomb: 0/0 used
Extend GammaRadiation: 0/0 used
Extend Rods: 3/6 left
Quantum Leaps used:
Pathfinder Carry: 0/0
Think Really Hard: 5/7 left
1: 1/8 left
2: 7/8 left
3: 6/8 left
4: 2/7 left
5: 4/7 left
6: 5/7 left
7: 3/5 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+3) on the Iron Quill, extended Shield of Faith (+4), Eaglesoul, Endure Elements, Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Cold (30, 150 minutes).[ /spoiler]
Perfect Intentions, Round 2/13: You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.
Iron Quill, two handed:
1d20 + 18 ⇒ (3) + 18 = 21 to hit; (GMW)
1d10 + 18 ⇒ (4) + 18 = 22 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (10) + 10 = 20 to hit; (GMW)
1d10 + 18 ⇒ (10) + 18 = 28 magic cold iron damage
[spoiler=Perfect Blessing Round 1/15]Choose one at the start of your turn:
[ /spoiler]

Valena Dalloway Versade |

Will Save (aura of heroism): 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Will Save (aura of heroism): 1d20 + 17 + 2 ⇒ (20) + 17 + 2 = 39
Val’s indomitable will is her virtue once again as she powers through both waves of negative energy. She weighs her options, remembering that her rapier will not be effective against the lich’s hide. Seeing Seamus miss his strike decides her move.
”You know, Azzie—it is alright if I call you Azzie, yes?—I used to use this particular spell to entertain guests and add a bit of razzle-dazzle to the decorations. How would you like to be undone by a party trick? Is that puny enough for you?”
She points at the area around the lich and marks him with Violet Faerie Fire. No more concealment for him!
SR Check (if needed): 1d20 + 12 ⇒ (16) + 12 = 28
HP: 131/131
AC: 36/19/27
Saves: F16/R22/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 5/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: freedom of movement, apport object precast, mirror image(3), aura of heroism, blessing of fervor (hit/ac/ref), haste, fatigued
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 6/6 used (Vanishx0, Psychic Readingx1, Ill Omenx1, Faerie Firex1, Invigoratex0, Remove Fearx0, Eldritch Weaponx3)
2: 6/6 used (Mirror Imagex3, Placebo Effectx1, Lesser Restorationx1, Tonguesx0, Apport Objectx1)
3: 4/5 used (Sendingx1, Displacementx1, Major Imagex0, Invisibility Spherex1, Step Through Realityx1)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bond, Tough Crowdx0
Irreconcilable Differences:
[ dice]1d20+22[/dice] to hit;
[ dice]1d6+10[/dice] damage.

Izomandakus |

Izomandakus: Will+HR+perfection DC 21: 1d20 + 13 + 2 + 3 ⇒ (20) + 13 + 2 + 3 = 38
Concentration DC 10+damage+spell level = 30: 1d20 + 20 ⇒ (16) + 20 = 36
Pachemu: Will DC 21: 1d20 + 10 ⇒ (4) + 10 = 14
Will+HR+perfection DC 21: 1d20 + 13 + 2 + 3 ⇒ (16) + 13 + 2 + 3 = 34
Concentration DC 10+damage+spell level = 28: 1d20 + 20 ⇒ (15) + 20 = 35
Pachemu: Will DC 21: 1d20 + 10 ⇒ (15) + 10 = 25
Gathering all his self perfection, Izomandakus endures wave after wave of negative energy, tensing all his body while he holds his arm up his fingers magically holding the lich despite the pain going through his own body "I am not releasing you Azaven!!! Aaaaah!!!!"
Telekinesis maneuver: Grapple+HR (maintain pinned): 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39
The boy keeps perfecting his wisdom swiftly.
Pachemu flies around pointing the wand at the lich without result.
Use Magic Device DC 20: 1d20 + 6 ⇒ (3) + 6 = 9
Badly hurt, the pig then flies out of the way in case more bad energy pours out.
Pig - HP 62[+14]/152 AC 27 TAC 15 +2 if within circle vs evil
fey form I (pixie: fly 30 average, +2 Dex, +2 Con) 14 h
fatigued
Boy - HP 109/152 DR 5/adamantine (45/50) AC 29 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 4/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 6/15 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
perfection (+7 Wis) 1 round
fatigued
BoF (+2, +1 AC included) r16
haste (+1 AC included) 3 min
spider climb (Seamus) 150 min
mirror image (4) 14 min
shield 14 min
see invisibility 140 min
heightened awareness 110 min
heroism 250 min
clay skin 110 min
mage armor 14 h
greater magic weapon (+3) 14 h
greater reversion 24 h

Seamus Passeri |

Will DC 21 for half: 1d20 + 13 ⇒ (14) + 13 = 27
Will DC 21 for half: 1d20 + 13 ⇒ (19) + 13 = 32
Having turned towards the lich Seamus feels the cold evil miasma pass over him. Knowing he was able to resist some of it, Seamus focuses on he task at hand and attacks repeatedly.
Fatigued: -2 str & dex Blessing of fervor E+2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. Haste a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. AC 32, Full attack: + 1 keen Rapier: twf/+ 1 giant bane mithril short sword: WF/twf (buckler)
rapier: 1d20 + 18 + 1 - 2 - 1 + 2 + 1 ⇒ (16) + 18 + 1 - 2 - 1 + 2 + 1 = 35 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
shortsword (buckler): 1d20 + 18 + 1 + 1 - 1 - 2 - 1 + 2 + 1 ⇒ (20) + 18 + 1 + 1 - 1 - 2 - 1 + 2 + 1 = 39 for damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
rapier: 1d20 + 13 + 1 + 1 - 2 - 1 + 2 + 1 ⇒ (15) + 13 + 1 + 1 - 2 - 1 + 2 + 1 = 30 for damage: 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11
shortsword (buckler): 1d20 + 13 + 1 + 1 - 1 - 2 - 1 + 2 + 1 ⇒ (17) + 13 + 1 + 1 - 1 - 2 - 1 + 2 + 1 = 31 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Haste: rapier: 1d20 + 18 + 1 - 2 - 1 + 2 + 1 ⇒ (4) + 18 + 1 - 2 - 1 + 2 + 1 = 23 for damage: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
rapier: confirm crit: 1d20 + 18 + 1 - 2 - 1 + 2 + 1 ⇒ (12) + 18 + 1 - 2 - 1 + 2 + 1 = 31 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13
shortsword (buckler): confirm crit: 1d20 + 18 + 1 + 1 - 1 - 2 - 1 + 2 + 1 ⇒ (18) + 18 + 1 + 1 - 1 - 2 - 1 + 2 + 1 = 37 for damage: 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
rapier: confirm crit: 1d20 + 13 + 1 + 1 - 2 - 1 + 2 + 1 ⇒ (2) + 13 + 1 + 1 - 2 - 1 + 2 + 1 = 17 for damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13

GM Euan - Rise |

Rastaf does something heroic! Valena passes the SR, and lights up the lich, and probably Seamus also. Seamus doesn’t seem to care though as he digs deep and crits twice thanks in part to the lich being pinned. However with DR 15, not enough gets through to stop it. Izomandakus maintains the pin, keeping Azaven from unleashing his spells. Kast, in a holy rage, does over a hundred and fifty points of damage, preventing the lich from summoning further darkness and death even with his false life.
A spell flares as the lich is brought down (contingency) and a curse flies out at Kast for his final blow.
Will DC 24 or -6 con (curse)
The lich’s bones crumble, crushed by the telekinesis holding the now inert body. You know that it can reform from its phylactery, though the process takes days.
• We are out of combat.
Rastaf - 21 (-28hp)
Valena - 14 (2 images, fatigued)
Seamus - 13 (-84hp, fatigued, temporarily unblinded)
Izomandakus - 9+ (-45hp, 4 images, fatigued)
Pachemu - 9+ (-44hp, fatigued)
Kast - 9- (-28hp)
Koba - 8
Azaven - 25 (destroyed)
A few things clatter to the floor at the feet of the lich, or rather the dust and ash that is its current form.
Staff of Hungry Shadows (7chgs currently) (69,300gp)
Bracers of armor +5 (25,000gp)
Headband of Vast Intelligence +4 (spell craft, knowledge nobility) (16,000gp)
Ring of protection +2 (8,000gp)
Small statue of himself in his prime worth 2,000gp

Kast Phaer |

1d20 + 12 + 7 ⇒ (2) + 12 + 7 = 21 Will (grace)
1d20 + 12 + 7 ⇒ (17) + 12 + 7 = 36 Will - hero point (grace)
Kast offers his own succor from the negativity in the room, casting Cure Moderate Wounds, Mass on the party.
2d8 + 15 ⇒ (8, 7) + 15 = 30 healing
"Good, I think those squats are doing some good, don't you think?" Kast flexes an unseen part of his body's backside. "Okay now, Izo? What's next?"

Izomandakus |

@Seamus, pinned combatant loses Dex so you could have applied your sneak attack, but I guess it does not matter now! :D
Izomandakus keeps the grasp for a while even after the lich is destroyed, he looks at Kast in awe "Wait for the Knights of Ozem to hear the curriculum entry tale." his voice is half cut by gasps of effort "I knew you would become a true paladin one day, who cares about mounting a horse when you walk the air and smite liches effortlessly every other day"
Despite the fatigue and shock, the boy is quick to go through the items left behind by the lich, making swift claim of the braces "To completely destroy the lich we need to find its phylactery and destroy it. Keep your eyes open, it can be anything, but most probably it is something wealthy and tough"
K. local (in case Izomandakus just knows what was its phylactery): 1d20 + 10 + 2 + 2 ⇒ (5) + 10 + 2 + 2 = 19
Perception: 1d20 + 1 + 2 + 2 ⇒ (5) + 1 + 2 + 2 = 10
Pachemu does a quick return for the healing.
Pig - HP 92[+14]/152 AC 27 TAC 15 +2 if within circle vs evil
fey form I (pixie: fly 30 average, +2 Dex, +2 Con) 14 h
fatigued
Boy - HP 139/152 DR 5/adamantine (45/50) AC 30 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 4/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 6/15 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
fatigued
BoF (+2, +1 AC included) r16
haste (+1 AC included) 3 min
spider climb (Seamus) 150 min
mirror image (4) 14 min
shield 14 min
see invisibility 140 min
heightened awareness 110 min
heroism 250 min
clay skin 110 min
mage armor 14 h
greater magic weapon (+3) 14 h
greater reversion 24 h

Seamus Passeri |

@Seamus, pinned combatant loses Dex so you could have applied your sneak attack, but I guess it does not matter now! :D
yeah, somewhere in the back of my head I knew that, but I saw Izomandakus many feet away from the lich and forgot he was 'grappled' I'm glad you all dealt with it and it didn't matter :)
Pleased to see the lich crumble to ashy dust, Seamus breaths a sigh of releaf, winking at the pixie pig. "Well done everyone!"
Rolling his eyes at Kasts squatty goodness Seamus turns towards Iomandakus. Biting his lip as their friend brags about Kast, Seamus blinks a couple of times when he realizes that the undead thing wasn't necessarily permanently dead. Pointing at the small statue, "You mean something like the statue? Or does it really have to be a container, like a jar?"
Frowning he looks from Izomandakus to the others, "How can we tell?"

Kast Phaer |

”You did? You do?!” Kast looks at Izo, not remembering the earlier conversation. ”You think they’d take me? Even…if…you know….” Kast tries to wiggle the foot on his mangled left leg, but nothing really happens. ”Yeah, that would be a nice dream, but maybe they will let me squire for a bit. We can hope if and when we finish here.”
1d20 + 20 ⇒ (17) + 20 = 37 Know (Religion) - Does the phylactery radiate magic? Is it magical? Any answers to ‘Mus questions?
”Say, Izo…is the phylactery magical?” Kast casts Detect Magic and looks around.

Izomandakus |

K. arcana: 1d20 + 24 + 2 + 2 ⇒ (15) + 24 + 2 + 2 = 43
The boy picks up the referred statue and examines it "Mmmm... this is more about the focus for a contingency spell. Every wizard needs one statue crafted on her resemblance for that one. The lich probably used this for a final punishment on whomever would destroy it"
Izomandakus looks at Kast, Champion of Wrath and now Destroyer of Liches "You are creating a trend on defeating the Champions of Old Thassilion"
Then makes a gesture drawing a circumference in the air "For the phylactery I am expecting some kind of hard metal or diamond jewel. Maybe it is concealed in a secured container. It is very unlikely for the lich to carry it with him, but it should be nearby, close enough that he could make sure he can protect it."
Edit for "Kast is ninja" campaign overall arch
"Oh, I am sure, you are well prepared for squirteing, they will love to have you Kast" he bites his lower lip.
And about the phylactery, he adds "Not necessarily magical, but, it might have a necromantic aura because of the lich's soul"

Kast Phaer |

”Yes, that would be nice. I think I could be a good squire…as long…as long as they don’t mind, you know….” Kast looks down again, but then refocuses himself on the task of trying to find the ‘lactery.

GM Euan - Rise |

Kast and Izomandakus chat back and forth about how best to find the phylactery. They know Azaven could have made his phylactery anything. They also know that while it wouldn’t radiate magic exactly, it would have a necromantic aura. And of course the lich would be regenerating nearby. Don’t worry though, it takes days to regenerate. Well, at least one.
And yes, the statue is the focus for contingency, though it’s a fine piece of art in its own right. Seamus will be blind in a few minutes…
Valena - (2 images, fatigued)
Seamus - (-54hp, fatigued, temporarily unblinded)
Izomandakus - (-15hp, 4 images, fatigued)
Pachemu - (-14hp, fatigued)
Azaven - (destroyed)

![]() |

Rastaf has a scroll of cure blindness/deafness. He'll use it.
Get over here, Seamus. Your sharp eyes need to see.
Rastaf will cast Mass Cure Critical Wounds, too. He wasn't much use in the fight, but he can mop up pretty well.
CCW, Mass: 4d8 + 15 ⇒ (1, 5, 2, 8) + 15 = 31 That will top off everyone but Seamus.
Treat Deadly Wounds: 1d20 + 21 ⇒ (17) + 21 = 38
Seamus gains an additional 20 hp.
He has 2 Lesser Restorations prepped, which will eliminate the fatigue of Izomandakus and Seamus.
Sorry, Val. You weren't injured, but I'll get you next time.

Izomandakus |

"Oh, they are not going to mind. They might mind about the kisses. But I am sure they would not mind about your leg as soon as they see you flying" the boy looks down appreciative of the affected limb "In fact I think they will soon offer you a promotion in their ranks. Yes. Were I, I will give you first rank already." he bites again his lower lip.
Izomandakus breathes relieved "Thanks Rastaf, I feel much better now" he smiles the half-orc sympathetically.
As there is nothing apparently a phylactery in the room, the boy extends his hand with the intention to use more magic "In the probable case he has hidden it, let's see if I can find some secret cache with some divination" he closes his eyes and waves some magic casting detect secret doors and holding concentration to scan the halls for secret doors, compartments, caches, and so forth.
Pig - HP 123[+14]/152 AC 27 TAC 15 +2 if within circle vs evil
fey form I (pixie: fly 30 average, +2 Dex, +2 Con) 14 h
fatigued
Boy - HP 152/152 DR 5/adamantine (45/50) AC 30 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 1/3
Augment: 4/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 6/15 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
BoF (+2, +1 AC included) r16
haste (+1 AC included) 3 min
spider climb (Seamus) 150 min
mirror image (4) 14 min
shield 14 min
see invisibility 140 min
heightened awareness 110 min
heroism 250 min
clay skin 110 min
mage armor 14 h
greater magic weapon (+3) 14 h
greater reversion 24 h

GM Euan - Rise |

Izomandakus casts a simple spell and expects results from his magical power.
Alas the spell only shows the two secret doors already found which led you this far. The magics of the spell reveal no further secrets in this area.
Valena - (2 images, fatigued)
Seamus - (-3hp)
Izomandakus - (4 images)
Pachemu - (fatigued)

Seamus Passeri |

Following Rastaf's instructions Seamus moves closer to the cleric. As Rastaf prays for him Seamus smiles and nods in agreement with Izomandakus. "Thanks Rastaf, you're a peach."
After letting Rastaf pray for him Seamus turns to Val, "Yeah, there were the double doors to the south back in the entry with the deep pits and odd decorations."
Nodding back the way they came, he asks, "Shall we"
Not waiting for an answer, Seamus backtracks the way they came to the unusual foyer and investigates the double doors facing Southwest. Once everyone else is ready, and he removes any obstacles he opens the double doors.

Izomandakus |

Izomandakus keeps concentration on the spell so he can use it on the exploration of the rest of the halls "Maybe the lich has protected his phylactery against divination? Hummm a smart precaution "
And not giving up just yet he taps with his shrinked club the tile by his feet "Before we leave, can anyone explain why this tile by the corner looks so different to the others in the room?"
see map

Seamus Passeri |

And not giving up just yet he taps with his shrinked club the tile by his feet "Before we leave, can anyone explain why this tile by the corner looks so different to the others in the room?"
see map
Retconning
Before heading back the way they came, Seamus hears Izomandakus ask about the 'tile' in the corner. Shrugging, "I don't know, I hadn't thought about it, let me take a look." Seamus turns back and investigates the corner, then looks around the rest of the room to compare it with the other parts.
Doing a quick perception check, take 10(39/46), of the room before he leaves

Kast Phaer |

Kast hangs around until everyone is satisfied with the search of the room, and then will follow 'Mus to the next set of doors.
"I'd like to find that phylactery, for sure. No use leaving a job half done."

GM Euan - Rise |

The tile looks slightly different from the surrounding stone. Go into any ancient building, and you'll see stone worn away by time and the countless footsteps of those who visit over the centuries.
Over the centuries, someone has stood here repeatedly and worn down the tile. However, it does not appear to be a secret door to either Izomandakus' spell, or Seamus' casual glance. Knowledge Arcana perhaps? Tough DC considering, but with you lot - obtainable I'm sure.
You head to the next doors I believe. The last chamber yet visited. Let me know if you have any last minute prep and I'll get 'em opened for you later today.

Kast Phaer |

Knowledge Arcana perhaps? Tough DC considering, but with you lot - obtainable I'm sure.
Is that an arcanic tile? Does that even make sense? Maybe it's a baby stone, an infantile. No, that's ridiculous. What are you talking about, Kast?
Kast tries to figure out what he is thinking about.
1d20 + 21 + 20 ⇒ (8) + 21 + 20 = 49 Know (arcana)

GM Euan - Rise |

Koba lays hands on Valena and Pachemu. "It wouldn't do to have you both fatigued as we proceed."
With a light touch, your fatigue is gone. If pressed, he admits he has only one left for the day, but defends his usage, even for Pachemu. "For he is a valiant war pig is he not?! Pachemu stands closer to the front than even I!"
I was cleaning up my notes after the last fight and noticed that Koba's lay on hands mercies include fatigue for the win!
Koba has nothing to assist Kast. "We had a bearer with a pack full of those sorts of things - picks, shovels - but I have nothing that will help."

Seamus Passeri |
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As Seamus is moving towards the other part of the building, he hears Kast ask if anyone has 'ideas, spells or tools.' Pausing for a moment he reaches back into his fancy new pack, nodding his head. Drawing out a piece of chalk he holds it out. "We could mark it with an 'X' so when we come back, we'll know which one it is."

Kast Phaer |

Kast looks through his gear, pulling out a shovel, a hammer, and a campfire bead…nothing of use to handle cutting through stone. Rastaf is MIA again?
”No one has a solution, huh? Maybe tomorrow.”

GM Euan - Rise |

Frustrated by a lack of options for the stone floor, you head back toward the entry. You’ve been in every chamber of the Runeforge save two. One contains the phylactery. What does the other contain?
You open the double doors in the west to reveal a long tall (20’) chamber.
A single sarcophagus of gold sits atop a white marble plinth at the far western end of this wide hall. The bas-relief lid depicts a handsome man holding a sprig of grapes and a bottle of wine crossed over his chest. The eyes are large star sapphires and the grapes appear to be individual gemstones that could be worked free with the right tools.
Five wide alcoves in the room are carved with dozens of narrow niches, each of which contains a single bottle of what appears to be ancient Thassilonian wine.
There’s also a crumpled and crushed clay thing near the sarcophagus. It resembles a woman with the lower torso of a serpent and a Sihedron rune for a head. It is, or was, a clay golem in the image of Lissala - goddess of runes. Indeed, countless runes are etched on its largely smashed red clay body. Further, the creature was covered in iron plates - now bent and twisted.
It is long since destroyed and the sarcophagus is open - and empty. Apparently Azaven needed the corpse for something, and took it. Perhaps you destroyed his mummy.
Closer examination of the marble plinth reveals an engraved inscription written in Thassilonian, “Lord Anklerios Mankray Inib of the House of Inib: master vintner and beloved husband and father. An assassin’s blade accomplished what a multitude of duels could not.”

Izomandakus |

Pachemu seems delighted as Koba cures her wounds and removes the fatigue from her pixie bones. She even sits on the shoulder of the ancient paladin for a while.
Izomandakus seems resistant to leave the liches' room "We have yet not found his spellbook... well... perhaps we can look through his notes before, although I am sure his book is full of necro-crap."
The boy follows up the others already plotting how to explore the halls to find the phylactery "I guess I could try to teleport us through the stone, but we might be shunned back by solid rock, or end in a pool of red-hot lava... Maybe I can turn you into a monster able to borrow through the rock, would you like that Seamus?" he looks up and down the half-elf taking his measures and counting the number of reagent nails he will need for such a feat.
On the other alley, the boy is absorbed by the remains of the golem, he looks to see if there is anything profitable less "What a pity..."
Craft (constructs): 1d20 + 9 ⇒ (18) + 9 = 27

Seamus Passeri |

As they head down the hall Seamus hears Izomandakus ask about being turned into a monster. Shrugging, he answers, "Well better that than swimming in lava." He gestures towards the doors. "Let's hope there is something in here that will help."
Looking from the gold sarcophagus, to the gemstone eyes, towards the bottles in the alcoves he smiles, "Well Val, I think we found the wine." Drawing out his tools he begins to pry the gems loose. Asking "Do you think the sarcophagus is solid gold or just plated?"

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Kast looks through his gear, pulling out a shovel, a hammer, and a campfire bead…nothing of use to handle cutting through stone. Rastaf is MIA again?
”No one has a solution, huh? Maybe tomorrow.”
Rastaf can have the right spell after a rest.
I can change the shape of it so we can remove it, but I have to refresh my spells. It will take time, but I wouldn't leave this stone unturned. Guard me for a few hours. We can all take a rest. Eat.

GM Euan - Rise |

On the other alley, the boy is absorbed by the remains of the golem, he looks to see if there is anything profitable less "What a pity..."
Unfortunately the golem is fully destroyed, but you are able to learn a bit of how they armored it with the metal plating. Knowledge that may be useful in making your own golems with armor someday.
Seamus investigates the looting potential. With several hours of hard labor, you could probably scrape off some 8,000gp worth of gold, or about 1,000gp per hour. The two star sapphires are worth 5,000gp each, and the dozen amethyst ‘grapes’ are worth 900gp each.
But the wine is the real prize though it may not be worth as much gold. There are 68 bottles of well preserved wine in the room. You could sell them, for at least 100gp a bottle. But drinking ancient Thassilonian wine… Who can pass that up?
Also, Izomandakus’ little list calls for the wine as the gluttonous ingredient for runeforged weapons.
Do you rest at this point? That seems to be the plan.
Back in the main chamber, you recline and while away the afternoon. Except Seamus who's likely scraping gold. You force yourselves to eat and drink - and sleep. All difficult to do as you know they are unnecessary here. But Izomandakus has warned you...
You rise early on Kuthana 12, a Fireday. How shall you pierce the Lich's lair?

Kast Phaer |

The bas-relief lid depicts a handsome man holding a sprig of grapes and a bottle of wine crossed over his chest.
"Val? You're gunna wanna see this? It's like your patron deity, probably," Kast offers, looking at the bas-relief, and only somewhat worried that Val might try to drink the stonework.
"I guess I could try to teleport us through the stone, but we might be shunned back by solid rock, or end in a pool of red-hot lava... Maybe I can turn you into a monster able to borrow through the rock, would you like that Seamus?"
Kast waits for this answer, but also, upon thinking about it more, he might have other solutions that don't require dangerously teleporting into unknown spaces.
"And it sounds like Rastaf might have a solution too, in the morning. That might be best."
Kast agrees to rest, and will hope that 'Mus's scrapings don't keep him up all night (though might be hard to distinguish from the sound of his music). I'm kidding!
In the morning, he will magic up and be ready to help find the phylactery. He will take a bottle or two of wine for his stores. Heroes in the stories are always celebrating with wine, maybe someday he will be a hero and earn some fine wine.

Seamus Passeri |

Spending the remainder of the day scraping gold, Seamus makes a game of it, seeing how much gold he can scrape in one swipe. Pleased that the longest was about the same length as his mithril long knife, the remainder of the evening he swung it about like a blade.
The next morning, as they're getting around, Seamus asks, "Does anyone have a solution or does Izomandakus need to turn me into a monster?"

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Hold up, Kast. Don't put it away. Open it!
The half orc grins. Open a couple bottles. Let's savor our victory! With something savory... The likes of which no one has tasted for centuries...
We're stopping for now. Let's remember that we should eat, even if we don't feel hungry. Let's have some wine with our dinner. I think that what we've accomplished so far is worth a little celebration, don't you think?
Seamus! Please tell me you can find a corkscrew. Koba, I think you should be the first to sample it. This is your wine, more than ours.

Kast Phaer |

Hold up, Kast. Don't put it away. Open it!
Kast points to the other bottles of wine as if to suggest that there would be others they could open, and Kast could continue to store his wine for when he deserves it.
If others open wine, he will not yet partake, as he has duties to attend to and tries to figure out a way to deal with the mysterious tile that no one seems able to deal with.
In the morning, he will magick himself up and hope someone has thought of something. Failing that, he will be ready to move to the next area.

Izomandakus |

"Oh, I do not really need to rest. I have enough to open that can of necromancy and face the last hall today" comments Izomandakus with confidence on his own abilities.
Taking one of the wine bottles, he appreciates the ancient Thassilonian label "This is good stuff. Let's drink to celebrate, I am sure it will sharpen our senses" he does enhance the drink with extended tears to wine and pass the bottle after a long drink for himself.
By this level, it gives +10 enhancement bonus to all Intelligence- and Wisdom-based skill checks for 150 min, extended to 300 min with last rod charge.
Having taken the mead himself, an idea comes to the boy's mind "Oh you know, I think I can open that place. Just give me a try."
Before the group settles on going to sleep, Izomandakus will try to turn his cool glasses to swap emblem of greed to disintegrate which he uses to vaporize a 10 x 10 cube of rock on the offending tile.
Pig - HP 152[+14]/152 AC 27 TAC 15 +2 if within circle vs evil
fey form I (pixie: fly 30 average, +2 Dex, +2 Con) 14 h
Boy - HP 152/152 DR 5/adamantine (45/50) AC 30 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 0/3
Augment: 4/8 (+4 or +4 nat. AC 7 rounds)
Perfection: 6/15 (+7)
Pearl 1: 2/2
Pearl 2: 1/1
Recall: 0/4 (+2 DC for 1 round)
Effects:
tears to wine (+10) 300 min
spider climb (Seamus) 150 min
mirror image (4) 14 min
shield 14 min
see invisibility 140 min
heightened awareness 110 min
heroism 250 min
clay skin 110 min
mage armor 14 h
greater magic weapon (+3) 14 h
greater reversion 24 h

GM Euan - Rise |
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Ahhh, a solution. One that tries to mess with my timeline… *shakes fist in air*
The large stone block preventing access is disintegrated.
You look down through the hole and see a crypt containing three stone sarcophagi, each bearing detailed carvings of hundreds of capering skeletons and dancing corpses. Air walking/lowering yourself into the cramped space to search and Seamus quickly points out a trap. If any of the sarcophagi are opened or moved, negative energy will pulse through the room. Repeatedly. It’ll reset after an hour if you want to set it off and run, or Seamus can try to disarm it.
Map updated by only for reference. I just need to know if anyone is in there when Seamus tries to disarm it, or how you plan to deal with the traps. Though there are three coffins, only one disarm is required.

Kast Phaer |

"Looks like it's all you, 'Mus...unless you want me to handle it? I'll find a way," Kast says as he moves to a safe spot. He does assume that 'Mus will handle it, but also he figures he better act as a rearguard for the moment. Just in case.

Seamus Passeri |

Chuckling at Rastaf's idea that he would be the one carrying a corkscrew, Seamus nods towards Val, "Don't ask me, Val's the one that would have one. Heck, I'll wager she can remove it with her rapier and not leave any of the cork."
As they begin to drink, Seamus accepts the bottle from Izomandakus, taking a small sip, he gestures towards Pachemu in her sprite form, asking. "Can Pachemu have a little?"
Is the wine drinking leads to better ideas Seamus watches as Izomandakus casts a spell disintegrating the stone. As they all slip down into the hole, Seamus, noticing the trap in the crypt, points to it "That's a trap."
Raising an eyebrow when Kast offers to 'handle it' Seamus shakes his head. "I think you'd have better luck trying to play my lute than spring this." Watching as the others exit, Seamus rubs his hands together, then kneels down and attempts to remove the trap.
Anyone want to cast any sort of beneficial spells before he tries this?
disable device: 1d20 + 38 ⇒ (1) + 38 = 39 So I thought I should have taken 10, but no, let's roll...
Hero point: disable device: 1d20 + 38 ⇒ (7) + 38 = 45 Yeah I hate myself a little right now

GM Euan - Rise |

Seamus casually drops down into the crypt and gets to work as the others fall back. He’s working the trap when he drops his tools, and they scatter all over the crypt floor. Knowing that time is ticking now, he grabs his two or three most trusted picks and rushes to make something happen before the pulse of negative energy gets him!
Thankfully his second attempt is successful and the trap is unsprung!
There’s a bit of quiet while the others, well back from the opening, wait for Seamus’ all clear - which he eventually gives after cleaning up a bit.
You’re able to get into the sarcophagi. Wow. The first of the sarcophagi contains eleven spell books (worth 3,000gp ea on average) that Azaven has claimed from enemies and fallen allies. There are occasional notations written in Thassilonian, but the actual spells all work as normal. Oh, and of course you find Azaven’s personal spell book (worth 5,500gp).
The second coffin contains a variety of loot - 27,000gp in assorted jewels, gems, fine linens, and other top quality goods stored here for fabricate spells. There’s also an eversmoking bottle (5,400gp), a golembane scarab (2,500gp), a Lantern of Revealing (30,000gp), and a well worn Strand of Prayer Beads (45,800gp) that Koba recognizes. ”That was Hlezba’s. She was our leader.”
In addition to the value of the spells and the books should you sell them, Izomandakus, may take any four spells and consider them added to his spell books - of up to and including 8th level. Treat them as spells gained per level - they’re in your spell book free, and you can memorize them tomorrow if you wish.
The last stone coffin is itself Azaven’s phylactery, and his body is already regenerating inside. The coffin is incredibly strong (Hardness 20, HP 150, Break DC 50) so I don’t think, short of magic, you’re going to be able to destroy it reasonably. But maybe one of you has an adamantine hammer I’m unaware of…
We can, at this point, fast forward back to morning, and the expected destruction of the coffin/phylactery.

Kast Phaer |

The coffin is incredibly strong (Hardness 20, HP 150, Break DC 50) so I don’t think, short of magic, you’re going to be able to destroy it reasonably.
Kast has been working out for at least 3 or 4 days straight and with all that new swole, there is no way he was going to let some disembodied ideas come and tell him that the can't smash though a small coffin.
"'Mus? Can I borrow that fancy ranseur? It'll do the job, and I wouldn't want to ruin the ol' Iron Quill," Kast asks to borrow the adamantine weapon (unless 'Mus wants the honors).
If 'Mus will cede the weapon to him, Kast will cast Divine Favor and go to down on the coffin, trusting the adamantine blade to do the job.
2d4 + 19 ⇒ (1, 1) + 19 = 21 magical adamantine fire damage
2d4 + 19 ⇒ (3, 1) + 19 = 23 magical adamantine fire damage
2d4 + 19 ⇒ (1, 1) + 19 = 21 magical adamantine fire damage
2d4 + 19 ⇒ (3, 3) + 19 = 25 magical adamantine fire damage
2d4 + 19 ⇒ (1, 2) + 19 = 22 magical adamantine fire damage
2d4 + 19 ⇒ (2, 3) + 19 = 24 magical adamantine fire damage
2d4 + 19 ⇒ (4, 1) + 19 = 24 magical adamantine fire damage
2d4 + 19 ⇒ (3, 3) + 19 = 25 magical adamantine fire damage
"That should do it. Right?" Kast examines his work to be sure the deed is done.

GM Euan - Rise |

Kast borrows a more suitable tool and goes to town against the third coffin. In a short time, he reduces it to rubble, smashing the stone until the magics fade and the lich is no more. Well done!

Izomandakus |
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Yes, sure, Pachemu takes a sip from the wine Seamus offer her. She cleans her tiny mouth with the back of the arm, before flying back to the phylactery room with the others.
There, the pixie and the boy guard a distance while the half-elf singer works.
---
Once Seamus, calls the group down, Izomandakus jumps and looks through "Holly... this one is better stuffed that Nethys library itself..." the boy quickly forgets the idea about keeping up the fight for the day, and starts to go through the spellbooks even while Kast starts to break through the phylactery.
The boy cannot other but notice Kast efforts "That was an impressive swing, yes, that training has given so much results in so little time. Perhaps I should follow that Thassilonian diet myself..."
---
Edited
Before going to sleep, Izomandakus takes out the revelation quill they got from the Scribbler and after an hour letting the ink fill, he patiently writes a question into a piece of parchment:
Peacock Spirit, to where goes the teleportation circle in the last room of the Wrath halls?