
GM Euan - Rise |

Rastaf stands below, ready to catch Valena who manages another feint - and another hit as she remains relentlessly pounding on the lamia. Kast doesn’t crit, but he does hit solidly twice! Seamus also manages a blow through the spirits that protect the lamia. Izomandakus hits all but twice in a flurry of blows!
Alas, the feinting gets the better of her and the lamia collapses under the weight of the party, still hovering in the air. She’s quite dead, and her dagger clatters to the ground beneath her.
Rastaf - 14 (-2 str drain)
Valena - 10 (-77hp, -7 wisdom damage)
Kast - 9
Seamus - 23 (2 images, invisible)
Izomandakus - 16 (-31hp, 4 images)
Lamia - 15 (dead)
• We are out of initiative.

Seamus Passeri |
Pleased to see the lame-ia fall to the ground, Seamus, finally happy to speak, calls out, "Well done everyone."
Putting his spear back in its place he points towards the dagger, "Anything special about the dagger?"
Realizing he was still invisible and no one could see him point he asks, "Izomandakus, how much longer will I be invisible?"

Kast Phaer |

Kast yells a loud, and completely unheard, scream of triumph as the lamia falls. He will try to dismiss (or wait out) his own wall of blades before casting Detect Magic and looking around for things of interest.
”Well, that was a lot,” Kast says to ‘Mus while not knowing exactly where the town minstrel might be. ”I got to think that Karzoug is nearby, right?”
Do you have a solution for the Wis damage, Val? Need help?

Valena Dalloway Versade |

Val takes to clearing away the effects of the lamia’s sting.
Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 3
Lesser Restoration: 1d4 ⇒ 4
”Well, that was exciting! I am getting rather low on magical reserves for the day after all that.”
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

GM Euan - Rise |

You loot the Most High Ceoptra’s body, still levitating, and collect her dagger.
Dagger +1
Headband of Charisma +4
Ring of force shield
Sihedron ring
Jewelry worth 14,000gp (ankle, arm, and wrist bands and a sapphire choker)
The wardens of wind had
Full Plate +2 (huge) (5,650gp ea, x3)
You take another look around the room as well, now that combat is not engaging your attention.
Pillars of gold support the arching ceiling of this room. The northern wall bears a particularly detailed mural that shows Xin-Shalast at its height, with the face atop Mhar Massif appearing to address its citizens as magical runes and spirals of energy emerge from its open mouth.
Yet even this impressive work of art is overwhelmed by what towers in the center of the room - an immense, slowly rotating, thirty-foot-diameter sphere of gold, its surface shimmering with strangely sluggish flames. A stone walkway with a set of stairs leads up to the side of the sphere, where a five foot wide ramp leads up to a ten foot wide platform balanced precariously atop of the globe, from which a shimmering pillar of golden light shines up to the ceiling above.

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Rastaf will take the Headband and the dagger. Who wants a MW dagger? If you don't have a dagger, you should IMO. The headband will give him 2 more channels, starting immediately.
Rastaf stares at the opulent beauty of the room, revulsed by its purpose.
We're going to melt this down, and share the gold with the good folks. Not today, but soon.

Kast Phaer |

While others are undumbing themselves, Kast goes over to examine, with Detect Magic the sphere and pillar. He takes his time to truly try to figure out what-in-the-Irori is going on with it.
1d20 + 23 + 20 ⇒ (16) + 23 + 20 = 59 Know (Arcana)

Izomandakus |

Izomandakus takes the body and the dagger flying out of the dancing blades of force and drops it next to the witty Sandpoint's musician so the group does not have to wait for the blades to fade out "Barely a minute, but worry not, I can see you perfectly"
The dragon uses a pearl of power to cast again heightened awareness.
Will dismiss for next combat initiative
Then, while Valena heals up, he joins Kast to admire the golden device and perhaps discover a bit about it.
K. arcana+HR+HA+wine: 1d20 + 25 + 2 + 2 + 10 ⇒ (7) + 25 + 2 + 2 + 10 = 46
K. planes+HR+HA+wine: 1d20 + 19 + 2 + 2 + 10 ⇒ (8) + 19 + 2 + 2 + 10 = 41
While his eyes shine with the reflection of the gold, he roars upon hearing Rastaf "Good folks? What good folks? Where were there while we were risking our lives to gain all of this gold?"

Seamus Passeri |
Raising an eyebrow when Rastaf speaks of 'sharing' Seamus smiles at Izomandakus's response. Seamus figured the wealth in the room would be split up between the five of them like everything else. If Rastaf wanted to use his part to share, Seamus didn't care. Chuckling to himself, he was just surprised that Izomandakus didn't expect Pachemu to get her own cut, it's not as if she didn't earn it just like the rest of them.
Seeng Kst inspect the spiere and the pillar, Seamus nods towards the stone walkway with the set of stairs, asking. "Are we going to head up now or clear the rest of the first floor. Either way, I'd just as soon not climb those stairs more than once."

GM Euan - Rise |

OK, this is a little convoluted, but with your vast knowledge base and keen intellect you learn things with a bit of work and perhaps a spell or two. (Legend lore anyone? How about vision?)
The sphere is an anima focus. Anyone who steps up to the top of the platform over the focus becomes overwhelmed by a sudden sense of vertigo and double vision, as the view of the Eye of Avarice appears to overlay their current field of view. The individual cannot visually make out any figures inside the Eye of Avarice, but they can certainly sense the enormous presence of Karzoug inside.
This disorientation lasts for a minute after you leave the top of the sphere, during which time everything appears blurry and indistinct as you are peering into two worlds at once. (50% miss chance) Only fire (such as the flames that surround the gold sphere below) remains crisp and in focus to the character while so affected (creatures with the fire subtype are not effectively concealed due to the disorientation). Those of you resistant to fire, do not suffer the blurry and indistinct penalties.
However, while under the disorienting effects of the Eye, if a character touches flame to themselves or reaches out to touch any of the flames licking up from the gold sphere, the fire immediately and instantly consumes them, even if they’re normally resistant to or even immune to fire. To observers, it appears that the individual has been burnt to nothingness in the span of an instant, when in fact the person has transported into the Eye of Avarice! There is a chance of being stunned by the transport as it is so jarring (Fort DC 20).
You feel this is it. Karzoug in the flesh. Any final preparations or further research?

Kast Phaer |

(Legend lore anyone? How about vision?)
Kast, being so obviously perfect, can offer either, as needed. Kast pauses to think upon things.
”One moment…I need time to prepare some magics, and confer with Izo…” Kast says, trying to figure out more of the magics.
Is it possible for the party to destroy or disrupt the sphere of fiery bullshit? What is powering it? Would an anti-magic shell nullify it? What else might work?

GM Euan - Rise |

You don't know the answers to your questions. It appears to be an artifact, but what's powering it and how you might destroy it is hard to say. Feel free to try stuff if you wish, but knowledge checks won't reveal anything further.
However, I anticipated some questions, but likely not all so ask away!

Kast Phaer |

Kast tries to figure out a way to interrupt or destroy the weird fiery sphere thing. What might work?
1d20 + 23 + 20 ⇒ (2) + 23 + 20 = 45 Know (Arcana)
Does it require any fun ways to *destroy?*

GM Euan - Rise |

You don't see any handy humble ants. You do see an ant in the corner munching on a crumb, but he flips you off.
Feel free to try things if you wish, but the knowledge you seek is unknown in Golarion. Perhaps the knowledge exists on other planes of existance.

Izomandakus |

"I suggest we strike it with the commanding staff as we have been doing with everything here around" Izomandakus explains while Pachemu readies to strike with the staff.
How long do we study? I guess most our ongoing spells will be exhausted by now
As the pig goes in to hit the sphere with the runeforged weapon Izomandakus adds "It would be a pity now that after so long it is us who frees the Runelord eh"

GM Euan - Rise |

Actually, I figure it's only about five minutes or so from the end of the fight. Tops. There's really very little you can learn from here, so you're likely to pick it up quickly.
The war pig® Pachemu smacks the gold sphere with the staff, and there is a flash! Please roll damage and I'll let you know if anything happens (DR 20/- against legendary weapons).

Kast Phaer |

Kast is anxious and good to go, even with some magics to spread around, as needed. Seems like Kazroug has used a bit of spells so far today (including some very dangerous spells that tend to disintegrate half-orcs) so would prefer to keep on as to not allow him to recoup.
Anyone need a hit of the wand of Barkskin? Gotta a lot of charges to blow.
Kast plans on casting four spells before going through, with the last two being Blessing of Fervor and then extended Divine Favor. The other two are yet to be decided.

Seamus Passeri |
Hearing Kast's answer, Seamus sheathes his blades as he moves to the steps and sits down, waiting for Kast and Izomandakus to talk. When Val asks about 'jumping right in or recovering' Seamus shrugs, he was as 'recovered. Unable to keep his figures from fidgeting, he pulls out his loot and begins to play a song he'd been practicing from the music book they'd found in the forest.

GM Euan - Rise |

Pachemu strikes the sphere, and it sparks wildly. It's clear that legendary weapons can do something, but he's unable to pierce the sphere's inherent protections.

Izomandakus |

Staff damage (sorry!): 1d6 + 4 ⇒ (1) + 4 = 5
Izomandakus: CLWx3: 3d8 + 3 ⇒ (1, 6, 6) + 3 = 16
Pachemu: CLWx5: 5d8 + 5 ⇒ (4, 7, 8, 5, 1) + 5 = 30
Izomandakus and Pachemu kindly accept healing.
"Against all wisdom, let's do it!" the blue gives a roar and prepares for the planar travel.
Before going in, and deciding the others are more than able to take care of themselves, Izomandakus casts on Seamus: resist energy fire 30 (160 min), greater heroism (+4 morale to all d20 rolls; 16 min), stoneskin (DR 10/adamantine up to 150 hp; 160 min) and augmented natural armor (+4 natural armor that stacks, will have about 6 rounds remaining after Izomandakus casts his short spells).
Then, on himself, resist energy fire, grand destiny, and before jumping in grasping hand and touches himself for augmented natural armor.
Pig - HP 162/162 AC 25 TAC 11 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 145 min
Boy - HP 162+64/162+64 DR 10/magic AC 46 TAC 18 +4 cover against target of grasping hand
Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 5/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
augment (+4 natural AC) 7 rounds
grasping hand () 14 rounds
resist energy (fire 30) 160 min
grand destiny (+4 competence; 4/4) 160 min
tears to wine (+10) 145 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (3) 2 min
shield 2 min
heightened awareness 135 min
barkskin 295 min
see invisibility 295 min
heroism 295 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size
On Seamus:
augmented (+4 natural AC) 6 rounds
resist energy (fire 30) 160 min
greater heroism 16 min
stoneskin (150/150) 160 min

Kast Phaer |

With the party agreeing to roll now, Kast begins his final preparations.
He ends up casting: Communal Resist Energy (Acid and Electricities, Resist 30 - 30 minutes), FoMovement (16 minutes), True Seeing (16 minutes), Bestow Grace of the Champion (16 rounds), followed by Blessing of Fervor (16 rounds) and then extended Divine Favor (20 rounds).

GM Euan - Rise |
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The air thrums with magic, both from the gold sphere, and the heroes that seek to challenge it.
Is there anyone not resistant to fire going in out of curiosity? I think you're all covered but let me know.
I'll read ahead and see if there's anyone on the other side of the door. Be a minute....

GM Euan - Rise |

You each climb the stairs, walk across the platform, and touch the golden sphere at its apex. Flash! you’re transported across the Demi-plane you’re in, and into the Eye of Avarice.
The Eye of Avarice has normal gravity and time. The small stone island at the center of this realm bears a cavelike opening in its side, the extent of which is shown on the new map. Within this area the air and temperatures are breathable and though hot, bearable. Outside of this area conditions are identical to those on the Plane of Fire.
When you first appear within the Eye of Avarice, you manifest stepping out between two immense pylons between which ripples what appears to be a window looking out over the city of Xin-Shalast. A second’s study confirms that this view closely duplicates the one that might be enjoyed by looking out of the face carved into Mhar Massif’s peak. This is not a two way portal as near as you can figure, but you don’t have much time to study it.
Numerous red hot pillars of gold rise from the fires below in the Eye of Avarice. Anyone who ends their turn in a square adjacent to one of these pillars takes 1d6 points of fire damage and contact with a pillar deals 3d6 points of fire damage. The pillars themselves seem invulnerable.
The stone surfaces upon which you stand upon extend down into the fires 100 feet below. Climbing the glassy sides of these sheer surfaces requires a successful DC 40 Climb check, while a fall into the fire inflicts damage as if falling into water from that height and once in the fire, you find yourselves taking lava damage. So don’t fall.
The golden pool just west of the warden of runes, appears to be molten gold. There is a gigantic lens mounted on an articulated adamantine frame above, set to focus and magnify soul fragments of all those slain over the past several months who bore the sihedron rune in preparation for Karzoug’s release.
To the east sits Karzoug’s throne. The walls surrounding this extravagant throne are decorated with countless books and workspaces. Although Karzoug spent the bulk of the last 10,000 years in stasis, he’s been able to spend some time reading and studying the tomes here since Mokmurian woke him from his slumber.
An eventual investigation of these tomes reveals a wide selection of books across multiple topics - all containing information about the world’s history since Earthfall. These books have been the primary way in which Karzoug has prepared himself to emerge into a new world he has been apart from for so long. The library is vast considering how little time Karzoug’s been ‘awake’.
Karzoug (image) looks at you and nods to the rune giant (image). ”Finish them and their souls will fuel my triumphant return!”
If you are not resistant to fire, remember you suffer double vision resulting in a 50% miss chance for 1 minute. Further, everyone must succeed at a DC 20 fort save on entry or you’re stunned one round. For those of you on foot - the various stairs up or down are difficult terrain. Otherwise I’m going to more or less assume everything is on the same level for my sanity.
- Round 1 -
Seamus - 29
Izomandakus - 27
Valena - 20
Storm Giants - 17
Rune Giant - 17
Karzoug - 17
Kast - 16
Rastaf - 13
Kast: 1d20 + 2 ⇒ (14) + 2 = 16
Rastaf: 1d20 + 3 ⇒ (10) + 3 = 13
Seamus: 1d20 + 12 ⇒ (17) + 12 = 29
Valena: 1d20 + 7 ⇒ (13) + 7 = 20
Good Folk: 1d20 + 7 ⇒ (10) + 7 = 17
• First up - Seamus, Izomandakus, and Valena

Valena Dalloway Versade |
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Val’s prebuffing: displacement , eldritch weapon (keen), remove fear, a hit from Kast’s wand of Barkskin she’s holding, potion of darkvision, potion of fly. Only appropriate for her to drink a bunch before jumping in. Oh, and taking +ac/hit/ref from Kast’s Perfect Blessing
Fortitude Save: 1d20 + 16 ⇒ (12) + 16 = 28
Val grins viciously as they arrive inside Karzoug’s lair. Finally, time to take this bastard down once and for all. ”Karzie, Darling! You should know it is not good manners to sit on your throne when important guests come in. You should greet them at the entrance. But I suppose you have never cared about common decency, have you? Too common. Well, do not worry. You shan’t be able to care about anything soon enough.” Val wants desperately to simply dimensionally charge right at Karzoug, but she is wise enough now to recognize how reckless that would be when none of her allies could follow. So, decides to move for one of the closest cloud giants.
Val takes to the air, swooping about in an arc so if the cloud giant takes a swipe at her, she’s at least above solid ground when it happens.
Fly Check DC 15 (potion cl 5, good maneuverability): 1d20 + 7 + 4 + 2 ⇒ (3) + 7 + 4 + 2 = 16
She places her power stare on the cloud giant she is going to start with, right before she begins attacking.
Attack with Irreconcilable Differences (perfect blessing, power attack): 1d20 + 26 + 2 - 4 ⇒ (1) + 26 + 2 - 4 = 25
Damage (power attack, painful stare): 1d6 + 12 + 8 + 2d6 + 3 ⇒ (1) + 12 + 8 + (3, 5) + 3 = 32
Unfortunately, her attention still points to Karzoug, and her blow has poor follow-through.
HP: 140/140
AC: 43/24/32
Saves: F16/R22(evasion)/W+20+2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: karzie
Painful Stare: karzie
Active Implanted Tricks 4/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, displacement, perfect blessing (ac/hit/ref), resist fire 30, communal resist acid 30, communal resist electricity 30, eldritch weapon (keen), potion of fly, potion of darkvision
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/7 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Remove Fearx1, Eldritch Weaponx2, Martial Esotericax0)
2: 6/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx3, Tonguesx0, Apport Objectx1, Phantom’s Armoryx0)
3: 5/5 used (Sendingx1, Displacementx2, Major Imagex0, Invisibility Spherex1, Step Through Realityx1)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+26[/dice] to hit;
[ dice]1d6+12[/dice] damage.

Izomandakus |

As planned in parallel discussions, Izomandakus will use a pearl of power to cast again resist energy against fire on Valena before going in.
Fort+HR+dragon: 1d20 + 16 + 2 + 4 ⇒ (10) + 16 + 2 + 4 = 32
"Grrroarr! Seems you went over cozy in here Karzoug! It is time to end your greed harvesting!" Izomandakus does not spend much time talking with the wizard. After enduring the severe environment thanks to the groups preparations, he points to the purple giant and, perfecting his mind, draws a rod of iron that is consumed to try paralyze the giant on place.
Will DC 22 vs hold monster
With the other claw, he directs the grasping hand to the pink giant on the other platform. The 10'x10' hand made of pure force, flies by trying to grab on place the brute so others can approach without being attacked.
CMB (grapple): 1d20 + 16 + 10 + 1 ⇒ (18) + 16 + 10 + 1 = 45
Pachemu will see how these actions unfold. If the first giant is paralyzed, she flies, commanding staff in hand, to strike at it. If it is not hold but the second one is grappled, she goes instead to strike the one on hold.
Commanding staff: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31
Magical/Bludgeoning damage: 1d6 + 5 ⇒ (6) + 5 = 11
Pig - HP 162/162 AC 25 TAC 11 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 145 min
Boy - HP 162+64/162+64 DR 10/magic AC 48 TAC 20 +4 cover against target of grasping hand
Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 4/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
perfection (+8 Int) 1 round
blessing of fervor (+2) 15 rounds
communal resist energy (acid, electricity 30) 30 min
augment (+4 natural AC) 7 rounds
grasping hand () 14 rounds
resist energy (fire 30) 160 min
grand destiny (+4 competence; 4/4) 160 min
tears to wine (+10) 145 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (3) 2 min
shield 2 min
heightened awareness 135 min
barkskin 295 min
see invisibility 295 min
heroism 295 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size
On Seamus:
augmented (+4 natural AC) 6 rounds
resist energy (fire 30) 160 min
greater heroism 16 min
stoneskin (150/150) 160 min
^ arcane school slot (transmutation)
~ opposed school spell (necromancy)
* used spell
F faith magic discovery spell
Note: annihilation spectacles allow Izomandakus to spontaneously swap any transmutation spell at need.
Stored spell
magic missile
Cantrips (4/day)
acid splash
detect magic
ghost sound (Will 15)
light
open/close
Level 1 (7+2/day)
*heightened awareness^
detect secret doors
feather fall
liberating command^
*mage armor
magic missile
shield
*pearl of power I (x2)
Level 2 (11+1/day)
*tears to wine^ (+10)
carry companion^
glitterdust (Will 17)
locate object
*2x mirror image
**2x resist energy
*scorching ray
*see invisibility
suppress charms and compulsions
*pearl of power II
Level 3 (6/day)
*greater magic weapon^ (+3)
*barkskinF
blink^
dispel magic
*haste^
*heroism
Level 4 (6/day)
*obsidian flow^ (Ref 21)
*dimension door
*greater invisibility
*greater invisibility
*reduce person, mass^ (Will 21)
*stoneskin
Level 5 (6/day)
telekinesis^ (Will 22)
*dismissal (Will 20) | fickle winds^
*grand destiny
*greater reversion
*hold monster (Will 20)
teleport
Level 6 (4/day)
disintegrate^ (Fort 23)
*greater dispel magic
*greater dispel magic | tar pool^ (Ref 23)
*greater heroism
Contingency spell: dimension door if snapping with the left hand fingers
Level 7 (4/day)
form of the dragon II^ (Ref 24)
limited wish (1500 gp diamond) | reverse gravity^
*grasping hand
*greater shapechanger's gift^
Level 8 (3/day)
*form of the dragon III^ (Ref 25)
polymorph any object^ (Fort 25)
*sunburst (Ref 23)

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Sorry I'm late. Rastaf will pre-cast some spells, too.
Rastaf casts Greater Heroism (160 min.), Ironskin (16 min.), Bless Weapon (16 min.), Fire Shield (warm) (16 rds.), Holy Sword (16 rds.) and Shield of Faith (16 rds.) on himself.
I know some are redundant, but layers.
He gathers the party for his last spell before battle. Holy Aura (16rds.) You are buffed.

Kast Phaer |

1d20 + 10 ⇒ (17) + 10 = 27 Fort vs. stun
1d20 + 17 ⇒ (14) + 17 = 31 Know (Local) - rune giant DRs?
1d20 + 17 ⇒ (13) + 17 = 30 Know (Local) - storm giants DRs?
Don't forget your reminder to be perfect:
- *Increase its speed by 30 feet.
- *Stand up as a swift action without provoking an attack of opportunity.
- *Make one extra attack as part of a full attack action, using its highest base attack bonus.
- *Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
- *Cast a single spell of 2nd level or lower as if it were an enlarged, silent, still or extended

Seamus Passeri |
DC 20 fort save: 1d20 + 17 + 4 ⇒ (8) + 17 + 4 = 29
Finding himself standing between two immense pylons, Seamus takes in the room at a glance. As Val quips and Izomandakus roars, Seamus watches Val fly south. Intent on following his friend he adds, "I'll focus on the giants."
As he takes to the air towards the south, barrel rolling into the giants reach, past the red-hot pillar of gold he winds up on the west side of the magenta giant. Seeing Val's attack miss, he thrusts at the fellows back shoulder with his mithril longknife.
Delay till Val moves, 60 ft move with acrobatics, AC 39, flank attack + 1 mithril giant bane shortsword, weapons focus/buckler, GH, BoF
accrobatics: 1d20 + 26 + 4 ⇒ (18) + 26 + 4 = 48
attack: 1d20 + 20 + 3 + 1 - 1 + 2 + 4 + 2 ⇒ (14) + 20 + 3 + 1 - 1 + 2 + 4 + 2 = 45 for damage: 1d6 + 8 + 3 ⇒ (4) + 8 + 3 = 15 bane:: 2d6 ⇒ (3, 2) = 5 sneak: 7d6 ⇒ (2, 6, 1, 2, 6, 3, 2) = 22
With Buffs: 147/147| AC43/T24/FF43 | F+21/R+29/W+20 | CMB +13 CMD 31 | sneak attack@7d6 | Acro +26
Armor: fly 5 min 60 ft speed, + 14 fly skill [ fly skill (spell) + 2, fly speed (good) + 4 fly skill, + 8 dex fly skill]
Spells cast by Izomandakus
resist energy fire 30 (160 min),
greater heroism (+4 morale to all d20 rolls; 16 min),
stoneskin (DR 10/adamantine up to 150 hp; 160 min)
augmented natural armor (+4 natural armor 1/6 rounds)
that stacks, will have about 6 rounds remaining after Izomandakus casts his short spells).
Spells cast by Kast
Communal Resist Energy (Acid and Electricities, Resist 30 - 30 minutes),
Blessing of Fervor (1/16 rounds) select one:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Spells cast by Rastaf
Holy aura 3/16
+4 deflection bonus to AC and a +4 resistance bonus on saves.
spell resistance 25 against evil spells and spells cast by evil creatures.
protects from possession and mental influence
offending attacker is blinded

GM Euan - Rise |

Purple Will: 1d20 + 15 ⇒ (16) + 15 = 31 vs DC 22
So purple resists the hold, however, CMB is 44… so nicely done Izomandakus! Pink is held and so Pachemu hits pink. I moved her into position, but feel free to reposition.
Separately...
Pink Will: 1d20 + 15 ⇒ (9) + 15 = 24

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GM Euan - Rise |

Hold up a second Rastaf, not quite your turn - and so you may want to change your post. Let me know.
Izomandakus holds pink in place. Valena smoothly moves in, but can’t quite land a blow. Seamus tumbles in just in case, and as he approaches, pink shudders, giving him the opening he needs to stab.
But pink doesn’t fight the grapple! He calls out in reasonable Taldan common, ”No wait! I see what’s happening now! We are, were, dominated! Whatever you did to me just now, do to Harold!” He frees a hand and points to the other storm giant. ”I’ll fight for you! Release me!”
- - -
The other storm giant casts chain lighting - starting the arc on Kast! Kast reflex DC 20, Izomandakus, Pachemu, and Seamus reflex DC 18. Valena is out of the area of effect.
Chain Lighting: 15d6 ⇒ (5, 4, 5, 1, 2, 6, 5, 5, 2, 1, 1, 6, 6, 4, 3) = 56
The rune giant steps into the air (5’ up) and flips on his true seeing. Bastard.
Meanwhile Karzoug plans his own assault. He begins with a meteor swarm - targeting Pachemu. Everyone is affected by the fireballs (40’ r), so you need to make four saves. Resistances are only applied once, not once per meteor.
Meteor touch on Pachemu: 1d20 + 22 - 5 ⇒ (20) + 22 - 5 = 37 bludgeoning damage: 2d6 ⇒ (1, 6) = 7 and -4 on save vs fire damage below only
critthreat Meteor touch on Pachemu: 1d20 + 22 - 5 ⇒ (3) + 22 - 5 = 20 bludgeoning damage: 2d6 ⇒ (5, 6) = 11
Fire on Everyone: 6d6 ⇒ (1, 5, 2, 3, 5, 2) = 18
Meteor touch on Pachemu: 1d20 + 22 - 5 ⇒ (6) + 22 - 5 = 23 bludgeoning damage: 2d6 ⇒ (2, 6) = 8 and -4 on save vs fire damage below only
Fire on Everyone: 6d6 ⇒ (4, 2, 1, 4, 6, 6) = 23
Meteor touch on Pachemu: 1d20 + 22 - 5 ⇒ (15) + 22 - 5 = 32 bludgeoning damage: 2d6 ⇒ (2, 1) = 3 and -4 on save vs fire damage below only
Fire on Everyone: 6d6 ⇒ (6, 2, 6, 4, 1, 2) = 21
Meteor touch on Pachemu: 1d20 + 22 - 5 ⇒ (3) + 22 - 5 = 20 bludgeoning damage: 2d6 ⇒ (3, 3) = 6 and -4 on save vs fire damage below only
Fire on Everyone: 6d6 ⇒ (5, 2, 1, 3, 1, 2) = 14
Pachemu is hit every time (I think) for 35 bludgeoning, and the fire must still be saved - as must you all. Reflex DC 32
Reflex Pink Giant: 1d20 + 10 ⇒ (5) + 10 = 15 for 18
Reflex Pink Giant: 1d20 + 10 ⇒ (6) + 10 = 16 for 23
Reflex Pink Giant: 1d20 + 10 ⇒ (5) + 10 = 15 for 21
Reflex Pink Giant: 1d20 + 10 ⇒ (12) + 10 = 22 for 14 = 76 - 20 resist = 56
Then he casts a quickened Time Stop. The jerk must have a greater quickening rod! That’s unfair - though no doubt Izomandakus is feeling eager should the fight go your way. For now, time stops for rounds: 1d4 + 1 ⇒ (2) + 1 = 3. What happens with that time is beyond your knowledge, but Karzoug is smiling when it’s over, but he gives nothing away.
- Round 1 -
Kast - 16
Rastaf - 13
- Round 2 -
Izomandakus - 27 (4 images)
Pachemu - 27 (-35hp)
Valena - 20 (displaced)
Seamus - 19 (2 images to be)
Purple Giant - 17
Pink Giant - 17 (-109hp, grappled)
Rune Giant - 17
Karzoug - 17
• Next up - Everyone!

Kast Phaer |

”No wait! I see what’s happening now! We are, were, dominated! Whatever you did to me just now, do to Harold!” He frees a hand and points to the other storm giant. ”I’ll fight for you! Release me!”
1d20 + 23 ⇒ (4) + 23 = 27 Know (Arcana)
”Do it! Believe him!” Kast cries, hoping that his take is correct.
1d20 + 16 + 2 + 1 ⇒ (1) + 16 + 2 + 1 = 20 Reflex DC 20 (ChainLight,*evasion,+BoF,+Holy Aura) 26 damage because Resist 30 elect.
1d20 + 16 + 2 + 1 ⇒ (13) + 16 + 2 + 1 = 32 Reflex (Meteor,*evasion)
1d20 + 16 + 2 + 1 ⇒ (4) + 16 + 2 + 1 = 23 Reflex (Meteor,*evasion,Resist Fire 30)
1d20 + 16 + 2 + 1 ⇒ (17) + 16 + 2 + 1 = 36 Reflex (Meteor,*evasion)
1d20 + 16 + 2 + 1 ⇒ (15) + 16 + 2 + 1 = 34 Reflex (Meteor,*evasion)
Kast ponders what to do next.

Valena Dalloway Versade |

Reflex Save (perfect blessing, evasion): 1d20 + 22 ⇒ (16) + 22 = 38
Reflex Save (perfect blessing, evasion): 1d20 + 22 ⇒ (17) + 22 = 39
Reflex Save (perfect blessing, evasion): 1d20 + 22 ⇒ (12) + 22 = 34
Reflex Save (perfect blessing, evasion): 1d20 + 22 ⇒ (16) + 22 = 38
Val dodges each and every one of the meteors and their explosions, turning the moves into a dance.
She nods as Kast confirms the giants are mind-controlled, throws up a little casual salute to the now-free giant, and shifts her attentions to the rune giant. Remembering how the others they fought saw through her illusory protections, she debates options. She finally pulls out a tanglefoot bag she’s been holding onto for months and tosses it.
Tanglefoot Bag Touch Attack (perfect blessing, 3 range increments): 1d20 + 20 + 2 - 6 ⇒ (15) + 20 + 2 - 6 = 31
Entangle Duration: 2d4 ⇒ (3, 1) = 4
DC15 reflex save or the rune giant is glued to the floor
While she’s at it, she subjects the poor giant to her hypnotic stare as well. -2 on will saves
HP: 140/140
AC: 43/24/32
Saves: F16/R22(evasion)/W+20+2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: karzie
Painful Stare: karzie
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, displacement, Perfect Blessing (ac/hit/ref), resist fire 30, communal resist acid 30, communal resist electricity 30, eldritch weapon (keen), potion of fly, potion of darkvision
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/7 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Remove Fearx1, Eldritch Weaponx2, Martial Esotericax0)
2: 6/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx3, Tonguesx0, Apport Objectx1, Phantom’s Armoryx0)
3: 5/5 used (Sendingx1, Displacementx2, Major Imagex0, Invisibility Spherex1, Step Through Realityx1)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+26[/dice] to hit;
[ dice]1d6+12[/dice] damage.

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Seeing that the giants are/were being controlled, he casts a targeted Greater Dispel Magic at Harold.
Caster Level Check: 1d20 + 16 ⇒ (4) + 16 = 20
Well, that was a waste of a round.

Seamus Passeri |
reflex DC 18: 1d20 + 21 + 4 ⇒ (17) + 21 + 4 = 42
Almost feeling bad for stabbing the giant, almost, Seamus shrugs, "Ok." Turning he flies towards the giant who'd cast the lighting bolt. Unable to dodge and make the distance, he flies near, "That's not nice." Stabbing at the giant with his longknife.
AC 39 55ft move. attack + 1 mithril giant bane shortsword, weapons focus/buckler, GH, BoF
attack: 1d20 + 20 + 3 + 1 - 1 + 2 + 4 ⇒ (19) + 20 + 3 + 1 - 1 + 2 + 4 = 48for damage: 1d6 + 8 + 3 ⇒ (1) + 8 + 3 = 12 bane:: 2d6 ⇒ (3, 1) = 4
confirm crit: 1d20 + 20 + 3 + 1 - 1 + 2 + 4 ⇒ (15) + 20 + 3 + 1 - 1 + 2 + 4 = 44for damage: 1d6 + 8 + 3 ⇒ (6) + 8 + 3 = 17
With Buffs: 147[/ooc]/147| AC43/T24/FF43 | F+17/R+25/W+16 | CMB +13 CMD 31 | sneak attack@7d6 | Acro +26
Armor: fly 5 min 60 ft speed, + 14 fly skill [ fly skill (spell) + 2, fly speed (good) + 4 fly skill, + 8 dex fly skill]
Spells cast by Izomandakus
resist energy fire 30 (160 min),
greater heroism (+4 morale to all d20 rolls; 16 min),
stoneskin (DR 10/adamantine up to 150 hp; 160 min)
augmented natural armor (+4 natural armor 1/6 rounds)
that stacks, will have about 5 rounds remaining after Izomandakus casts his short spells).
Spells cast by Kast
Communal Resist Energy (Acid and Electricities, Resist 30 - 30 minutes),
Circle of Protection from evil:
Blessing of Fervor (2/16 rounds) select one:
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Spells cast by Rastaf
Holy aura 4/16
+4 deflection bonus to AC and a +4 resistance bonus on saves.
spell resistance 25 against evil spells and spells cast by evil creatures.
protects from possession and mental influence
offending attacker is blinded
reflex DC 18: 1d20 + 21 + 4 ⇒ (9) + 21 + 4 = 34
reflex DC 18: 1d20 + 21 + 4 ⇒ (14) + 21 + 4 = 39
reflex DC 18: 1d20 + 21 + 4 ⇒ (18) + 21 + 4 = 43

Izomandakus |

K. arcana+HR+wine: 1d20 + 25 + 2 + 10 ⇒ (9) + 25 + 2 + 10 = 46
Izomandakus growls as the giant intervenes "Do we trust these ones? Seamus' circle might have set freedom to his mind indeed"
Pachemu: Ref+BoF DC 20: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 -56
Izomandakus is immune to the electricity of the discharge, but Pachemu is badly shocked by it.
Izomandakus: Ref+HR+BoF DC 32: 1d20 + 13 + 2 + 2 ⇒ (6) + 13 + 2 + 2 = 23 -18
Pachemu: Ref+BoF+holy aura DC 32: 1d20 + 5 + 2 + 4 - 4 ⇒ (10) + 5 + 2 + 4 - 4 = 17 -92
Izomandakus: Ref+HR+BoF DC 32: 1d20 + 13 + 2 + 2 ⇒ (19) + 13 + 2 + 2 = 36 -29
Pachemu: Ref+BoF+holy aura DC 32: 1d20 + 5 + 2 + 4 - 4 ⇒ (4) + 5 + 2 + 4 - 4 = 11 -123
Izomandakus: Ref+HR+BoF DC 32: 1d20 + 13 + 2 + 2 ⇒ (2) + 13 + 2 + 2 = 19 -50
Pachemu: Ref+BoF+holy aura DC 32: 1d20 + 5 + 2 + 4 - 4 ⇒ (11) + 5 + 2 + 4 - 4 = 18 -147
Izomandakus: Ref+HR+BoF DC 32: 1d20 + 13 + 2 + 2 ⇒ (16) + 13 + 2 + 2 = 33 -57 + 30 fire resistance = -27
Pachemu: Ref+BoF+holy aura DC 32: 1d20 + 5 + 2 + 4 - 4 ⇒ (8) + 5 + 2 + 4 - 4 = 15 -167 + 30 fire resistance = -137
The meteors do totally swarm Pachemu who is not expecting such level of fire on her goyle body. She barely survives the onslaught thanks to the resistance magics.
"Watch out pig! Get out of there!" Izomandakus is unnerved but he is more focused on the bigger danger "We need to get there now! Do not let him keep casting unperturbed!"
The blue dragon then waits to see if Rastaf and Seamus have any success at liberating the giant, which Pachemu profits to make it back to the initial position.
For a start, with a simple move, he sends the hand to interpose itself with the rune giant.
+4 cover. If it weights less than 2000 pounds, movement is also slowed by half
Then Izomandakus casts teleport bringing along himself, Kast, Rastaf and Pachemu, all the way up to the throne platform!
Not sure if he can also touch Seamus with his head (20' bite reach). I think Valena was away already last round, so can't offer her a free trip.
Pig - HP 25/162 AC 27 TAC 13 +4 AC vs evil
(gargoyle: -1 size, +2 natural)
BoF (+2)
holy aura
resist energy (fire 30) 145 min
communal resist energy (acid, electricity 30) 30 min
Boy - HP 135+64/162+64 DR 10/magic AC 48 TAC 20 +4 cover against target of grasping hand; +1 AC against evil creatures
Bolts: 9
Rod: 0/3
Augment: 5/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 5/16 (+8)
Recall: 1/4 (+2 DC for 1 round)
Effects:
holy aura (+1 over deflection AC; SR 25; prot from evil; blinds attacker) 13 rounds
blessing of fervor (+2) 15 rounds
communal resist energy (acid, electricity 30) 30 min
augment (+4 natural AC) 7 rounds
grasping hand (rune giant) 14 rounds
resist energy (fire 30) 160 min
grand destiny (+4 competence; 4/4) 160 min
tears to wine (+10) 145 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (3) 2 min
shield 2 min
barkskin 295 min
see invisibility 295 min
heroism 295 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size
On Seamus:
augmented (+4 natural AC) 6 rounds
resist energy (fire 30) 160 min
greater heroism 16 min
stoneskin (150/150) 160 min

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Don't forget you've got a HolyAura going on, too.
We have a +4 deflection bonus and SR 25.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration protects the recipient from possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a creature warded by a holy aura, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura’s save DC).

GM Euan - Rise |
2 people marked this as a favorite. |

Karzoug SR on Izomandakus: 1d20 + 24 - 5 ⇒ (5) + 24 - 5 = 24 vs DC 25
Karzoug SR on Pachemu: 1d20 + 24 - 5 ⇒ (15) + 24 - 5 = 34 vs DC 25
Karzoug SR on Rastaf: 1d20 + 24 - 5 ⇒ (8) + 24 - 5 = 27 vs DC 25
Izomandakus takes no damage from the conflagration either, but unfortunately Pachemu still suffers... Rastaf I need four meteor saves, DC 32 for the above also. Also the much less damaging chain lighting reflex DC 18.
Later...
Rune Giant: 1d20 + 8 ⇒ (4) + 8 = 12 vs DC 15 or be entangled 4r
lol
The enormous giant, who you'd think to be immune to such foolery, succumbs nonetheless to the tacky bag of goodies!
Later...
Pink Will: 1d20 + 15 ⇒ (17) + 15 = 32 vs DC 22
Harold blinks his yes, and swears, "Sorry about that mate." He turns to the rune giant with hate in his eyes and grips his blade.
Does Seamus still attack?
Kast is up!

Seamus Passeri |
Realizing the giant has come to his senses, Seamus smiles, "IT's ok, but you two can help me with the 'rune' giant!" Speaking louder so his friends can hear him. "Me and the two giants will deal with the 'rune' giant, you all deal with Karzie, Darling!"
swap the attack for a second move

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will: 1d20 + 13 ⇒ (17) + 13 = 30
will: 1d20 + 17 ⇒ (12) + 17 = 29
will: 1d20 + 17 ⇒ (6) + 17 = 23
will: 1d20 + 17 ⇒ (2) + 17 = 19
will: 1d20 + 17 ⇒ (2) + 17 = 19
That's it for Rastaf. Good luck!

Kast Phaer |

Declining Teleportation at this time. BoF to movement.
Round 1
Kast double moves to engage the rune giants and lord, sweeping his True Seeing sight from side to side to see if he can discover the Karzie did during the time lapse.
Resist 30 Acid/Electricity (30 min)
Blessing of Fervor (+2 to attx/AC/Ref default) (16 rounds)
Divine Favor (2 min)
Bestow Paladinhood (16 rounds)
True Seeing (16 min)
FoMovement (16 min)
Holy Aura
hp: 161/161 - 26
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, 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: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) 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 Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: 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.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed:
1d20 + 18 ⇒ (10) + 18 = 28 to hit; (GMW)
1d10 + 18 ⇒ (2) + 18 = 20 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (8) + 10 = 18 to hit; (GMW)
1d10 + 18 ⇒ (8) + 18 = 26 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.

GM Euan - Rise |

Kast double moves up, but sees no displacement or mirror images on Karzoug. There is a fairly shimmering globe around him. Maybe a globe of invulnerability? Rastaf burns! Izomandakus teleports in, bringing a few with him. Valena moves up and entangles the giant! Woot! Seamus releases another ally before moving closer to the rune giant.
Harold (purple) launches himself in the air at Rastaf, drawing a potion as he jump/levitates over to him. Pink charges up the ramp a bit, and launches a chain lightning at Karzoug! He doesn’t even bother bouncing it to the rune giant suggesting he’s immune to such shenanigans. You can tell by the look on his face he expects little to happen, but he’s too far away for anything more useful.
SR: 1d20 + 15 ⇒ (20) + 15 = 35 vs Karzoug (24)
Chain Lighting: 15d6 ⇒ (4, 5, 2, 3, 5, 4, 1, 3, 1, 4, 6, 5, 1, 5, 2) = 51
Karzoug Reflex: 1d20 + 18 - 5 ⇒ (3) + 18 - 5 = 16 vs DC 18 for 51hp
Amazingly Karzoug fries! The stench of burning wizard fills the air.
The rune giant tries to break free of his sticky hold.
Strength: 1d20 + 15 ⇒ (10) + 15 = 25 vs DC 17
…and he does! Angry he stomps around (doesn’t really go anywhere but has a move action and no where to go!). (I’m ruling he’s able to break free of the entangled condition by breaking the strands.)
Meanwhile Karzoug, now enjoined by elements of the party, reacts in kind, moving away from Izomandakus (AoO) and casting horrid wilting on Kast, Seamus, and Valena.
Karzoug SR on Kast: 1d20 + 24 - 5 ⇒ (15) + 24 - 5 = 34 vs DC 25
Karzoug SR on Seamus: 1d20 + 24 - 5 ⇒ (15) + 24 - 5 = 34 vs DC 25
Karzoug SR on Valena: 1d20 + 24 - 5 ⇒ (15) + 24 - 5 = 34 vs DC 25
Damage: 15d6 ⇒ (2, 1, 5, 3, 2, 3, 1, 1, 2, 5, 3, 5, 3, 3, 4) = 43 on Kast, Seamus, and Valena
Your body purges its moisture and you’re left a husk of pain and thirst. Fort DC 32 for half
Then he casts a quickened Time Stop. Again. Time stops for rounds: 1d4 + 1 ⇒ (2) + 1 = 3.
Note, you’ll find you need a Will DC 29 to advance closer than 15’ to Karzoug. Also the square south of Karzoug is a squeezing square for medium creatures (which is why he's not in it).
- Round 2 -
Kast - 16
Rastaf - 13 (bleeding?)
- Round 2 -
Izomandakus - 27 (4 images)
Pachemu - 27 (-143hp)
Valena - 20 (displaced)
Seamus - 19 (2 images to be)
Purple Giant - 17
Pink Giant - 17 (-109hp, grappled)
Rune Giant - 17
Karzoug - 17 (-51hp)
• Next up - Everyone!

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Oh, shit. I can't believe I'm playing at 16th level and forgot that Rastaf has DR 20 fire. That means that 80 hp of that spell is ignored, and Rastaf is alive and well. Please pardon my stupid. I'll take the healing the giant can do, though. It's been a strange couple of weeks.

Valena Dalloway Versade |

Sticking with ac/hit/ref from perfect blessing
Fortitude Save: 1d20 + 16 ⇒ (9) + 16 = 25
Val suddenly feels the worst hangover she has ever experienced all at once as her entire body is dehydrated incredibly painfully.
Without a second thought, Val flies directly for the runelord himself, disregarding the runegiant for the moment.
Will Save: 1d20 + 20 ⇒ (15) + 20 = 35
Her will once again proves indomitable as she powers through, ending up right in front of the runelord himself.
Putting hypnotic stare on him. -2 to his will saves If he’s immune to mind-affecting (as big bads often are) then it will do nothing and she won’t be able to painful state him
She does not bother to say anything more to Karzoug yet, instead letting her blade do the talking.
Attack with Irreconcilable Differences (Perfect blessing, runeforged): 1d20 + 26 + 2 + 2 ⇒ (13) + 26 + 2 + 2 = 43
Damage (painful stare, runeforged): 1d6 + 12 + 2d6 + 3 + 2d6 + 2 ⇒ (3) + 12 + (6, 4) + 3 + (5, 2) + 2 = 37
Reminder that dominant/commanding runeforged weapons have bane vs transmuters and shapechangers
HP: 97/140
AC: 43/24/32
Saves: F16/R22(evasion)/W+20+2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare: karzie
Painful Stare: karzie
Active Implanted Tricks 3/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 1
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, displacement, Perfect Blessing (ac/hit/ref), resist fire 30, communal resist acid 30, communal resist electricity 30, eldritch weapon (keen), potion of fly, potion of darkvision
0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 4/7 used (Vanishx0, Psychic Readingx0, Ill Omenx1, Faerie Firex0, Invigoratex0, Remove Fearx1, Eldritch Weaponx2, Martial Esotericax0)
2: 6/6 used (Mirror Imagex2, Placebo Effectx0, Lesser Restorationx3, Tonguesx0, Apport Objectx1, Phantom’s Armoryx0)
3: 5/5 used (Sendingx1, Displacementx2, Major Imagex0, Invisibility Spherex1, Step Through Realityx1)
4: 3/4 used (Dimension Doorx1, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)
Irreconcilable Differences:
[ dice]1d20+26[/dice] to hit;
[ dice]1d6+12[/dice] damage.

Kast Phaer |

Round 2
1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 Fort vs. DC 32
Kast gets sucked dry in a way he only ever wished Marigold would do to him.
Gritting his teeth, Kast tries to walk toward his foe. BoF for movement.
1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29 Will vs. DC 29
He will strike once at Karzoug.
Iron Quill, two handed:
1d20 + 24 + 2 + 3 ⇒ (11) + 24 + 2 + 3 = 40 to hit; (GMW, ,+Div Favor)
1d10 + 26 + 1d6 + 2d6 + 3 ⇒ (9) + 26 + (6) + (6, 2) + 3 = 52 magic cold iron/fire/holy damage
Resist 30 Acid/Electricity (30 min)
Blessing of Fervor (+2 to attx/AC/Ref default) (16 rounds)
Divine Favor (2 min)
Bestow Paladinhood (16 rounds)
True Seeing (16 min)
FoMovement (16 min)
hp: 161/161 - 26 -43
AC: 38/30/22 (always on shield, Barkskin included) +2 BoF + 8 smite +2 eagle
Saves: F12/R16/W13* +8 vs. mind affecting
Furious Focus, GWM=+4, 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:
Think Really Hard: 4/7 left
1: 5/8 left
2: 2/8 left
3: 3/8 left
4: 3/8 left
5: 2/7 left
6: 2/7 left
7: 2/6 left
8: 2/4 left
[spoiler=Kast's Pre Exploration Magics]Air Limp, Gr. Magic Weapon (+4) 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 Fire and Cold (30, 160 minutes). Moment of Prescience.[ /spoiler]
Perfect Intentions, Round 3/16: 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.
[spoiler=Perfect Soul]Facing an evil outsider, [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Eaglesoul]a perfect entity imbues Kast with some sweet evil slaying cheese:
A +2 sacred bonus to AC
A +4 sacred bonus to Strength
Resistance 5 to acid and fire
A +5 sacred bonus on all Intimidate checks made against evil creatures
Fast healing 2
Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.
[ /spoiler]
[spoiler=Championing]The target gains the ability to use detect evil at will as a spell-like ability, immunity to disease (suppressing any diseases currently affecting it), and immunity to fear (ending any fear effects currently affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your caster level; and can smite evil once as a paladin of 1/2 your caster level. It adds its Charisma bonus to all its saving throws
+8 to attack/AC
+8 to damage
[ /spoiler]
Iron Quill, two handed:
1d20 + 18 ⇒ (16) + 18 = 34 to hit; (GMW)
1d10 + 18 ⇒ (5) + 18 = 23 magic cold iron damage
Iron Quill, two handed:
1d20 + 10 ⇒ (5) + 10 = 15 to hit; (GMW)
1d10 + 18 ⇒ (7) + 18 = 25 magic cold iron damage
[spoiler=Perfect Blessing Round 1/16]Choose one at the start of your turn:
[ /spoiler]
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.