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As The Fly smashes to the ground and hurls alchemical fire at the worm-that-will-not-die, a light goes off in Zinkyudo's mind. "Wait!" he exclaims. "I brought my own splashy bad stuff, that I could have been using!" He drops his bow from one hand, while he smacks himself in his rotting face in frustration with the other, nearly taking his deliquescent eye out with the healing wand he's holding! With a truly undead-sounding groan, he reaches into a belt pouch and pulls out a flask of acid, which he throws at the pile of worms!
Free action to drop bow, draw and throw acid flask.
Acid vs Touch AC, Point Blank Shot: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Acid Damage, PBS: 1d6 + 1 ⇒ (2) + 1 = 3

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Stepping closer to Zinkyudo, Sarma calls out to Karasuma. "Keep hitting it!" He reaches for the wand in the Abadaran's other hand, ready to activate the negative energy within.
Inflict Light Wounds on the Fly: 1d8 + 1 ⇒ (7) + 1 = 8 Assuming Zinkyudo allows him to take it.

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The Fly was already on the ground
Splashing and healing happens. The worms quiver, but do not disperse. Sarma heals the Fly. Will Karasuma finish them off?
Don’t they ever die?
Karasuma is/are up.
Conditions: The Fly: 3 temp negative level
Saves Pending: Karasuma, DC18 or Nauseated
- => Zinkyudo
- => The Fly [3 temp neg level]
- => Karasuma [PANIC suppressed]
- => Sarma [vermin bane]
- x Worms []
- => Dorianna
Conditions:
Dorianna: 19/26
The Fly: 16/52 [3 temp negative level]
Karasuma: 38/52
Sarma: 43/61
Zinkyudo: 56/59
Enemy Conditions
Worms: -97 [BURNING]

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+1 Cold Iron Elven Curve Blade: 1d20 + 11 ⇒ (10) + 11 = 21 +2 if Flanking applies
Damage (if hits): 1d20 + 8 ⇒ (6) + 8 = 14
The undying attorney attempts to litigate the existence out of this monstrosity, by cutting through the red tape that binds it's life together.

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With Karasuma's final blow, he creature that once was Joktan collapses into a heap of dissolving, desiccated worms on the stone floor and a deep rumbling courses through the chamber. The tremors grow both more violent and more rapid until suddenly the earth beneath the altar bulges up and explodes in a shower of dust and mud.
Note that there is a pile of his gear at the scroll callout
Rising from the holes are nightmarish creatures made of putrid flesh and noxious fluids. Vaguely wormlike, these huge creatures' mouths are made of rows of teeth and retracting mandibles. They look around, but do not seem to find what they are looking for, and then they attack!
Dorianna: 1d20 + 2 ⇒ (12) + 2 = 14 4
The Fly: 1d20 + 6 ⇒ (7) + 6 = 13 5
Karasuma: 1d20 + 7 ⇒ (17) + 7 = 24 1
Sarma: 1d20 + 5 ⇒ (5) + 5 = 10 6
Zinkyudo: 1d20 + 4 ⇒ (6) + 4 = 10 7
worm 1: 1d20 + 5 ⇒ (15) + 5 = 20 2
worm 2: 1d20 + 5 ⇒ (12) + 5 = 17 3
What in Geb's Name are Those?
Karasuma is/are up.
Conditions: The Fly: 3 temp negative level
kn: Religion
Saves Pending:
- => Karasuma
- Worm 1
- Worm 2
- Dorianna
- The Fly [3 temp neg level]
- Sarma
- Zinkyudo
Conditions:
Dorianna: 19/26
The Fly: 16/52 [3 temp negative level]
Karasuma: 38/52
Sarma: 43/61
Zinkyudo: 56/59
Enemy Conditions
Worm 1:
Worm 2:
Note that as they have not acted, they are currently flat-footed.

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With a bit of a grumble the deathly barrister closes the distance, hoping that the party has his back while whistling over to Doriana to be 'creative' in her positioning.
+1 Cold Iron Elven Curve Blade: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d10 + 8 ⇒ (3) + 8 = 11
Sneak Attack (if applicable): 3d6 ⇒ (1, 5, 1) = 7 Also if applicable, Applying Disorienting Attack (-2 to Hit anyone else, -4 to hit Karasuma) PLUS Bleed 3

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Karasuma strikes the worm hard, his sneak attack doing heavy damage. It even sees to be leaking, some.
Then, the worms start to attack back.
Worm #1 attacks Karasuma, in a mindless retaliation. However, it is not able to land a blow.
bite vs AC24: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
slam vs AC24: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14
Worm #2 goes after Sarma.
bite vs FFAC17: 1d20 + 14 ⇒ (7) + 14 = 21
P+B: 2d6 + 7 ⇒ (5, 2) + 7 = 14 Plus grab and Fort Save DC19
slam vs DDAC17: 1d20 + 14 ⇒ (12) + 14 = 26
B: 1d8 + 7 ⇒ (1) + 7 = 8 Plus Fort Save DC19
What in Geb's Name are Those?
Party is/are up.
Conditions: The Fly: 3 temp negative level, Sarma Grabbed
kn: Religion
Saves Pending: Sarma 2x Fort DC19
- => Karasuma
- x Worm 1 [bleed 3]
- x Worm 2
- => Dorianna
- => The Fly [3 temp neg level]
- => Sarma [grabbed]
- => Zinkyudo
Conditions:
Dorianna: 19/26
The Fly: 16/52 [3 temp negative level]
Karasuma: 38/52
Sarma: 21/61
Zinkyudo: 56/59
Enemy Conditions
Worm 1: -21 [bleed 3]
Worm 2:

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Fort Save: 1d20 + 9 ⇒ (10) + 9 = 19
Fort Save: 1d20 + 9 ⇒ (3) + 9 = 12
Shrugging off the first putrid bite, Sarma gags at the filthy flesh that buffets him. As the worm tries to latch on, the talisman at his neck glows, allowing him to effortlessly slip free!
"Keltheald, grant me your protection against these foul worms!" Sarma raises his halberd to strike back as he calls out to his patron once more.
Talisman of Freedom activates for 3 rounds of freedom of movement, Judgement is active for AC and fast healing.
Halberd on 1, Power Attack, Furious Focus, Divine Favor, Fate's Favored: 1d20 + 13 + 1 + 1 ⇒ (11) + 13 + 1 + 1 = 26
Damage on 1, Power Attack, Divine Favor, Fate's Favored: 1d10 + 9 + 6 + 1 + 1 ⇒ (10) + 9 + 6 + 1 + 1 = 27
Halberd Iterative on 1, Power Attack, Divine Favor, Fate's Favored: 1d20 + 13 - 5 - 2 + 1 + 1 ⇒ (18) + 13 - 5 - 2 + 1 + 1 = 26
Damage on 1, Power Attack, Divine Favor, Fate's Favored: 1d10 + 9 + 6 + 1 + 1 ⇒ (10) + 9 + 6 + 1 + 1 = 27

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Sarma feels like his limb are stiffening before the power of the shattered talisman overwhelms the paralysis effect. His strikes cause mighty wounds in the undead worm.

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Zinkyudo takes a step away from the giant worms before squatting low to pick up his bow. He then calls in Abadar to bless him once again in the endless battle with disorder and market disruption!
5-foot step to adjacent square, move action to retrieve bow, standard to cast divine favor. If Sarma is grappled, I’d like to reserve the right to cast liberating command.

Dorianna Shadow |

Dorianna nods to her 'employer' and attempts to use the wall for cover to get into a good position to do so.
IF Dorianna can go through the walls, she's going to double move (Teal) to set up a flank for Karasuma, as she is incorporeal.
If she cannot, she is moving up to stand beside Karasuma and striking out at the worm..(Red).
Incorporeal Strike: 1d20 + 7 ⇒ (19) + 7 = 26 Only if she can't provide a flank from inside the wall as a shadow
Damage (Strength): 1d6 ⇒ 1

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Karasuma instinctively drops back into Shadow even if it won't help with the worm. Hide in Plain Sight
Stealth: 1d20 + 18 ⇒ (14) + 18 = 32
Regardless of whether Dorianna is able to get into position, he then attempts to lay in another bow on the worm.
+1 Cold Iron Elven Curve Blade: 1d20 + 11 ⇒ (11) + 11 = 22 +2 from flanking if Dorianna is able to get into position
Damage: 1d10 + 8 ⇒ (8) + 8 = 16
Sneak Attack (if applicable): 3d6 ⇒ (2, 2, 3) = 7 Also if applicable, Applying Disorienting Attack (-2 to Hit anyone else, -4 to hit Karasuma) PLUS Bleed 3 -- Bleed does NOT stack, but if there was something removing the condition it could be re-applied

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Dorianna moves to give a flank. Note, while she has total concealment while in the wall, I don't know that this prevents flanks
Zinkyudo and the Fly deal with issues from the previous fight.
Karasuma sneaks, and lays into the worm. I am assuming worm #1 With that, the worm collapses into a heap of rotten, decayed worm flesh.
Worm #2 attacks Sarma again, this time rearing back and attacking harder.
I think Sarma's AC w/ judgement is 19+3=22, with no other effects?
bite vs AC22: 1d20 + 15 - 3 ⇒ (8) + 15 - 3 = 20
slam vs AC22: 1d20 + 15 - 3 ⇒ (10) + 15 - 3 = 22 bite: 1d8 + 7 + 4 ⇒ (1) + 7 + 4 = 12 Fort for Paralysis again, even though suppressed by the freedom of movement
For the record, the worms are not Chaotic
What in Geb's Name are Those?
Party is/are up.
Conditions: The Fly: 3 temp negative level, Sarma FoM (2 rd el
kn: Religion
Saves Pending: Sarma Fort DC19
- => Karasuma
- x Worm 2
- => Dorianna
- => The Fly [3 temp neg level]
- => Sarma
- => Zinkyudo
Conditions:
Dorianna: 19/26
The Fly: 16/52 [3 temp negative level]
Karasuma: 38/52
Sarma: 12/61
Zinkyudo: 56/59
Enemy Conditions
Worm 2:

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Sarma's sacred protections block the worms blow, allowing him to retaliate, praying for more power to his attacks!
Halberd on 2, Power Attack, Furious Focus, Bane Undead: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Damage on 2: 1d10 + 9 + 6 + 2 + 2d6 ⇒ (7) + 9 + 6 + 2 + (2, 4) = 30
Halberd Iterative on 2, Power Attack, Bane Undead: 1d20 + 13 - 5 + 2 ⇒ (13) + 13 - 5 + 2 = 23
Damage on 2: 1d10 + 9 + 6 + 2 + 2d6 ⇒ (4) + 9 + 6 + 2 + (2, 4) = 27
Current Buffs:
See Invisibility: Lots of minutes
Clay Skin: DR5 (30/40)
Shield of Faith: +3 Deflection
Judgement of Protection: +2 Sacred AC
Judgement of Healing: Fast Healing 3
Divine Favor: Just expired
Bane Undead: 2/8 rounds

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With his treasured bow back where it belongs, Zinkyudo takes aim and mutters, ”Okay, enough with the cursed worms.“ He then lets loose another blinding volley of arrows, hoping it will be the last!
Flurry with longbow, swift action to spend a ki point (1/9 remaining) to get an additional arrow with Ki Flurry. Clustered Shots in effect.
Flurry with Longbow, Deadly Aim, Divine Favor, PBS: 1d20 + 15 - 2 + 3 + 1 ⇒ (2) + 15 - 2 + 3 + 1 = 19
Longbow damage: 1d8 + 3 + 4 + 3 + 1 ⇒ (1) + 3 + 4 + 3 + 1 = 12
Flurry with Longbow, Deadly Aim, Divine Favor, PBS: 1d20 + 15 - 2 + 3 + 1 ⇒ (5) + 15 - 2 + 3 + 1 = 22
Longbow damage: 1d8 + 3 + 4 + 3 + 1 ⇒ (7) + 3 + 4 + 3 + 1 = 18
Flurry with Longbow, Deadly Aim, Divine Favor, PBS: 1d20 + 15 - 2 + 3 + 1 ⇒ (16) + 15 - 2 + 3 + 1 = 33
Longbow damage: 1d8 + 3 + 4 + 3 + 1 ⇒ (3) + 3 + 4 + 3 + 1 = 14
Flurry with Longbow, Deadly Aim, Divine Favor, PBS: 1d20 + 10 - 2 + 3 + 1 ⇒ (12) + 10 - 2 + 3 + 1 = 24
Longbow damage: 1d8 + 3 + 4 + 3 + 1 ⇒ (5) + 3 + 4 + 3 + 1 = 16

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Sarma misses with his first strike, but lands the second.
Then, Zinkyudo misses his first shot, and his second. He does land the third and fourth hits, though.
The worm is still up... can Karasuma and The Fly finish it?

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The Fly Tumbles into position and stab!
Acrobatics to Tumble, Underfoot Agility: 1d20 + 20 + 1 - 3 ⇒ (16) + 20 + 1 - 3 = 34
keen rapier (15-20): 1d20 + 15 - 3 ⇒ (20) + 15 - 3 = 32
keen rapier (15-20), Confirm: 1d20 + 15 - 3 ⇒ (12) + 15 - 3 = 24
P: 1d4 + 7 ⇒ (2) + 7 = 9
P if Crit: 1d4 + 7 ⇒ (2) + 7 = 9

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The Fly lands a critical hit on the huge worm! It appears close to being dead... will Karasuma do it again?

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Karasuma moves over to handle the other worm while fading back into the shadows...
Stealth(HIPS): 1d20 + 18 ⇒ (18) + 18 = 36
If that doesn't work, and Karasuma provokes, he has Mobility against the attack raising his AC to 28 against AoO
...before launching a strike at the monstrosity.
+1 Cold Iron Elven Curve Blade: 1d20 + 11 ⇒ (18) + 11 = 29
Critical(?): 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d10 + 8 ⇒ (8) + 8 = 16
Sneak Attack (if applicable): 3d6 ⇒ (4, 1, 3) = 8 Also if applicable, Applying Disorienting Attack (-2 to Hit anyone else, -4 to hit Karasuma) PLUS Bleed 3

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Karasuma sneaks around, strikes, but fails to find a very critical spot on the worm. Still, his sneak attack does very heavy damage, but not quite enough to finish the worm off.
The worm then strikes back at Karasuma! It manages to miss twice!
bite vs AC24: 1d20 + 15 - 4 - 4 ⇒ (10) + 15 - 4 - 4 = 17
slam vs AC24: 1d20 + 15 - 4 - 4 ⇒ (6) + 15 - 4 - 4 = 13
FINISH IT!
Party is/are up.
Conditions: The Fly: 3 temp negative level, Sarma FoM (2 rd el
kn: Religion
Saves Pending: Sarma Fort DC19
- => Karasuma
- x Worm 2
- => Dorianna
- => The Fly [3 temp neg level]
- => Sarma
- => Zinkyudo
Conditions:
Dorianna: 19/26
The Fly: 16/52 [3 temp negative level]
Karasuma: 38/52
Sarma: 12/61
Zinkyudo: 56/59
Enemy Conditions
Worm 2: -99

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The Fly snaps his fingers, and the rapier vanished. He climbs onto the creature and snaps his finger again…
Climb, Sure Grasp: 1d20 + 24 + 1 - 3 ⇒ (7) + 24 + 1 - 3 = 29
Climb, Sure Grasp: 1d20 + 24 + 1 - 3 ⇒ (20) + 24 + 1 - 3 = 42
DIE!
keen rapier (15-20): 1d20 + 15 - 3 ⇒ (12) + 15 - 3 = 24
P: 1d4 + 7 ⇒ (2) + 7 = 9

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With The Fly's attack, the creature falls, and he rides it down.
You easily find the Testament of Geb in a pile of rubble behind where the altar formerly stood. You also find a phylactery of negative channeling, a +1 unholy scythe emblazoned with Urgathoa’s unholy symbol, a hand of glory, and a dozen alabaster statues each representing a person suffering
from a different plague worth 300 gp each.
You are now free to use Ambrus Valsin’s magic token to return to Skyreach. When activated, the token teleports all creatures that were originally teleported to Geb back to Absalom in 18 seconds.
One safely returned to Absalom, you all drink from the Chalice of Undeath, and are restored to their living forms. The Testament of Geb is sent to the Vaults for safe keeping, after extensive research by some of the most esteemed necromancers of the Spells. A day later, you hear rumors among their fellow Pathf inders that Joktan’s body has been found in the Puddles district, the apparent victim of a mugging. He is eulogized in a special ceremony at Skyreach and a section of the Vaults holding a number of necromantic artifacts is renamed in his honor.
Venture-Captain Valsin thanks you for their service to the Society and warns them never to speak to anyone of the true fate of Joktan nor of the existence of the Testament of Geb, “for the Society’s sake.”
Please go ahead and make any day job checks, etc

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Profession Sailor: 1d20 + 7 ⇒ (15) + 7 = 22

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The Fly climbs atop the huge corpse and stabs his rapier into it like a flagpole where it bounces back and forth. THIS… MOUNTAIN… IS… CONQUERED!
He thanks everyone for helping him survive the battle and the healing… for a moment he thought he was a goner!
Later, he spends his downtime stitching his nose back together but keeps the undead grey tooth in his pocket, as a memento of his time almost dying thrice.
No day job

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Upon return to Skyreach, and with his feathers returned to their proper sheen, Zinkyudo undertakes a rigorous accounting. He tallies expenditures of arrows, gold and sundries, balanced against the mission payoff, in terms of treasure as well as the moral victory of pushing back against the market distortions of an undead labor force.
Profession (clerk) : 1d20 + 12 ⇒ (19) + 12 = 31

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for the Fly, with 3 negative levels. I will need 3 fort saves, or you can pay for a restoration spell before the 24 hours are up. I believe that is 2PP or 380go?