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![]() Balator is correct! The party easily makes their way to the surface, healing Randtam who teleports them back to Caliphas. The heroes have won! With the Count back safely and under heavy guard the Way will have to find a new scheme to bring Tar-Baphon back to the world of the living. Level up to your heart's content. ***end of campaign*** ![]()
![]() Uuranx kills the man in back along with two additional robed men. Balator severely damages the golem attacking him. AOO on Tarek: 1d20 + 16 ⇒ (19) + 16 = 351d8 + 8 + 4d6 ⇒ (6) + 8 + (3, 3, 1, 6) = 27
Robed men on Uuranx
Golem on Uuranx
Golem on Balator
Wolfman blasts Tarek with a cone of cold DC23 REF 13d6 ⇒ (4, 5, 6, 3, 4, 2, 2, 1, 2, 3, 1, 5, 5) = 43 ![]()
![]() Uuranx savages the man in the back but he still stands, if barely. Balator cuts down 3 more robed men; none now stand in his path. Robed men
Golem on Balator
The man in the back funnels negative energy in a massive bolt at Uuranx:
Tarek is hit by a spell ~finger of death~ DC 27 FORT or take 130HP. Save and take 3d6 + 13 ⇒ (3, 4, 2) + 13 = 22 ![]()
![]() Balator drops four of the robed men attacking him and Uuranx drops two. The man in the back uses the foul necrotic energies coming out of the pit to blast a massive bolt of negative energy at 1d3 ⇒ 1 Balator. touch negative energy: 1d20 + 17 ⇒ (10) + 17 = 2715d6 ⇒ (1, 6, 1, 4, 1, 3, 5, 5, 2, 6, 1, 2, 1, 6, 6) = 50 Three searing beams fire launch at 1d3 ⇒ 2 Tarek:
Robed man on Balator:
Golem on Balator
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![]() The robed men crash into melee with the party; they swarm around Balator, Tarek, and Uuranx while the stone golems strike with reach! DC 20 perception:
One of the men actually does NOT rush forward but cowers in the rear of the room. On Balator:
Non-flanking robed man: 1d20 + 16 ⇒ (20) + 16 = 362d8 + 16 ⇒ (6, 2) + 16 = 24 robed man: 1d20 + 16 ⇒ (7) + 16 = 231d8 + 8 ⇒ (8) + 8 = 16 Flanking robed man: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 191d8 + 8 + 4d6 ⇒ (3) + 8 + (1, 1, 3, 3) = 19 robed man: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 211d8 + 8 + 4d6 ⇒ (3) + 8 + (3, 2, 3, 6) = 25 robed man: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 192d8 + 16 + 4d6 ⇒ (7, 7) + 16 + (5, 5, 5, 4) = 49 robed man: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 301d8 + 8 + 4d6 ⇒ (4) + 8 + (2, 2, 3, 1) = 20 robed man: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 241d8 + 8 + 4d6 ⇒ (5) + 8 + (5, 3, 3, 5) = 29 robed man: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 341d8 + 8 + 4d6 ⇒ (7) + 8 + (5, 5, 6, 4) = 35 robed man: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 201d8 + 8 + 4d6 ⇒ (8) + 8 + (4, 2, 6, 2) = 30 robed man: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 311d8 + 8 + 4d6 ⇒ (8) + 8 + (2, 3, 2, 4) = 27 Stone golem 1d20 + 22 ⇒ (16) + 22 = 382d10 + 9 ⇒ (7, 5) + 9 = 21 1d20 + 22 ⇒ (14) + 22 = 362d10 + 9 ⇒ (7, 2) + 9 = 18 On Tarek:
Non-flanking robed man: 1d20 + 16 ⇒ (1) + 16 = 171d8 + 8 ⇒ (6) + 8 = 14 robed man: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 8 ⇒ (4) + 8 = 12 Flanking robed man: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 201d8 + 8 + 4d6 ⇒ (2) + 8 + (2, 6, 6, 2) = 26 robed man: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 231d8 + 8 + 4d6 ⇒ (1) + 8 + (6, 1, 1, 5) = 22 robed man: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 201d8 + 8 + 4d6 ⇒ (8) + 8 + (5, 2, 6, 3) = 32 robed man: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 321d8 + 8 + 4d6 ⇒ (1) + 8 + (3, 2, 1, 1) = 16 robed man: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 201d8 + 8 + 4d6 ⇒ (2) + 8 + (6, 5, 1, 4) = 26 robed man: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 361d8 + 8 + 4d6 ⇒ (7) + 8 + (5, 5, 2, 1) = 28 robed man: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 281d8 + 8 + 4d6 ⇒ (6) + 8 + (4, 2, 4, 5) = 29 robed man: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 271d8 + 8 + 4d6 ⇒ (1) + 8 + (1, 5, 5, 1) = 21 Stone golem 1d20 + 22 ⇒ (11) + 22 = 332d10 + 9 ⇒ (10, 9) + 9 = 28 1d20 + 22 ⇒ (18) + 22 = 402d10 + 9 ⇒ (1, 9) + 9 = 19 On Uuranx:
Non-flanking robed man: 1d20 + 16 ⇒ (2) + 16 = 181d8 + 8 ⇒ (6) + 8 = 14 robed man: 1d20 + 16 ⇒ (7) + 16 = 231d8 + 8 ⇒ (6) + 8 = 14 Flanking robed man: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 291d8 + 8 + 4d6 ⇒ (7) + 8 + (1, 2, 6, 2) = 26 robed man: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 301d8 + 8 + 4d6 ⇒ (6) + 8 + (1, 4, 3, 4) = 26 robed man: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 381d8 + 8 + 4d6 ⇒ (8) + 8 + (3, 6, 4, 6) = 35 robed man: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 281d8 + 8 + 4d6 ⇒ (1) + 8 + (6, 3, 5, 2) = 25 robed man: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 341d8 + 8 + 4d6 ⇒ (6) + 8 + (2, 5, 6, 1) = 28 robed man: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 191d8 + 8 + 4d6 ⇒ (7) + 8 + (3, 3, 6, 5) = 32 robed man: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 241d8 + 8 + 4d6 ⇒ (5) + 8 + (2, 3, 4, 4) = 26 robed man: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 321d8 + 8 + 4d6 ⇒ (7) + 8 + (1, 6, 1, 2) = 25 Stone golem 1d20 + 22 ⇒ (7) + 22 = 292d10 + 9 ⇒ (10, 6) + 9 = 25 1d20 + 22 ⇒ (13) + 22 = 352d10 + 9 ⇒ (10, 2) + 9 = 21 The master of ceremonies casts a spell on 1d4 ⇒ 3 Tarek-Hold person DC 20 Will save. Wolfman also apparently casts a spell as another round of lightning comes crashing down on the party. chain lightning: 13d6 ⇒ (6, 4, 5, 6, 3, 2, 1, 2, 6, 3, 2, 3, 3) = 46 saves as above. ![]()
![]() Black flames lick the walls of this huge ceremonial chamber. Three giant statues of Urgathoa loom threateningly over stone pews and a processional leading to a black altar atop a raised natural outcropping. A dark pit boiling over with foul necrotic energy gapes at the far end of the room, and a writhing humanoid form hangs stretched over the well, stout chains
The party is almost 200' from the dark pit and writhing form. There are 16 figures dressed in robes sitting in the stone pews slowly chanting as if in some type of ceremony. There is a man presiding over the ceremony near the dark pit, and he appears to be performing some type ritual on the form stretched over the well. His shrill voice rings out across the large cavern-The time is now brothers! Our unwelcome guests have finally arrived and their deaths will provide the final necrotic energy required to prepare the vessel for Tar-Baphon! As his words fade, the 16 figures turn and stare vacantly in your direction. They all look like the same man! DC15 perception:
The faces of the 16 figure all closely resemble the description of Count Lucinean Galdana; the man you are supposed to rescue! F: 1d20 ⇒ 17
The men in the pews rush forward to engage the party in melee (reaching the party the following round). The cavern shivers and shakes as the three massive stone statues animate and advance (attacking this round with massive reach). Spells rain down on the party: On each party member
On each party member
Stone golems on 1d4 ⇒ 11d4 ⇒ 21d4 ⇒ 3
Party action ![]()
![]() The wizard begins to look far the worse for wear under the continuing assault and Balator gets three savage cuts on the dark angel, wounding it badly. Wizard on Uuranx:
Angel on Balator:
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![]() 1d20 ⇒ 12
The worm wizard continues to feel the flames but largely avoids Uuranx's bolt breath. He slams at Uuranx again: maggot fists: 1d20 + 25 ⇒ (20) + 25 = 4510d6 + 12 ⇒ (1, 1, 3, 5, 6, 2, 6, 2, 1, 4) + 12 = 43
The dark angel fires at Balator as he ascends:
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![]() 1d20 ⇒ 4 Uuranx hews more chunks of worm from the wizard but it appears quite immune to his critical strikes. Randtam's flames seem to do more damage and the smell of burning maggots turns your stomachs. The wizard abandons his spells and attempts to grab Uuranx with fountains of maggots flowing from his hands. maggot fountain: 1d20 + 25 ⇒ (10) + 25 = 355d6 + 6 ⇒ (4, 1, 5, 4, 5) + 6 = 25
The evil angel volleys at Balator:
Party action ![]()
![]() Uuranx's blade does not seem to do as much damage to the worm wizard as he would have expected and a trail of worms crawls up from the pit to start filling in some of the wounds. ranged touch: 1d20 + 10 ⇒ (2) + 10 = 12 A thin blue beam launches from wormy fingers at Uuranx. On a hit DC22 FORT or take 26d6 ⇒ (6, 5, 5, 5, 6, 1, 2, 3, 5, 2, 2, 2, 2, 5, 4, 2, 2, 4, 6, 5, 2, 1, 6, 3, 6, 2) = 94 save and take 5d6 ⇒ (3, 2, 1, 2, 1) = 9. The dark angel launches another salvo at Balator:
Party action ![]()
![]() Some clarity for Balator given his amazing save. The initial wormy wizard was an illusion projected by the actual one who was hiding relatively incorporealy in the huge pool of maggots and rot grubs filling a 2' pool in the middle of the room. Uuranx used his draconic senses and noticed something strange about a particular group of worms, dove into the pool of foulness, and chased the strange group across the pool. That particular group of worms has now emerged out of the pool looking like the duplicate of the shadowy image that was originally in the center of the pool. All the while the apparently summoned evil angel has been blasting away at the party while something has been casting spells. You assume it is the real wormy wizard casting through its shadowy double. On the far side of the room Uuranx confronts the new wormy wizard while Randtam attempts to avoid the power of a confusion spell, Tarek moves around the edge of the pool of worms towards the far door and Balator is now free to act. ![]()
![]() Uuranx's Stoneskin renders him immune to probing gnaw of the rot grubs. Balator continues to receive fire from the evil angel:
Balator, Randtam, and Tarek must fight off a confusion spell. DC 21 WILL http://www.d20pfsrd.com/magic/all-spells/c/confusion ![]()
![]() The depth is about 2'. The squirming mass of maggots writhes all over you, easily squirming up against your skin, including a few rot grubs! http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/ha zards/environmental-hazards/rot-grub-cr-4/ The strange mass of worms squirms away from you. Clearly you are on to...something. Let me know how you do with the rot grubs. ![]()
![]() The assault on the wormy wizard is completely ineffective as blades and blasts of electricity pass harmlessly through its wormy filled form. DC 24 Will:
The wizard in front of you is clearly a powerful illusion. The evil looking angel fires from her bow at 1d4 ⇒ 1 Balator.
on: 1d2 ⇒ 1
The wormy wizard extends his 'hand' towards Balator and a thin grey beam shoots from it striking him. DC 22 FORT save or take 26d6 ⇒ (6, 4, 6, 5, 3, 6, 6, 5, 2, 6, 1, 6, 1, 5, 5, 4, 3, 6, 1, 6, 2, 2, 1, 2, 1, 3) = 98; save and take 5d6 ⇒ (5, 6, 1, 6, 4) = 22. Party action. ![]()
![]() The doors open up to a 60' circular room with a high domed ceiling, the center of which has rotting gray ichor dripping from murder holes in the ceiling overhead to fill a massive pit with a vile, roiling soup of millions of maggots. There is a roughly 5' walkway around the pit that slopes inward to the mass of maggots. The walkway is covered in slippery drippings from above and looks treacherous to step on. At the center of the pool of maggots is a robed wizard who stands and moves like a man, but his body is a writhing mass of squirming, slippery worms. His oily voice rings out-This far and no further fools! and he summons a shrieking angel with black wings holding a flaming bow. The dark angel casts a spell and a cold, cloying miasma of greasy darkness and negative energy washes over the party. 5d8 ⇒ (3, 6, 3, 3, 2) = 17 sickened for X rounds: 1d4 ⇒ 2
Party action. ![]()
![]() 137 Balator and Uuranx strike a blow each. Randtam's bolts and Tarek's pickaxe finish off the robed figures. The fly attacks Uuranx again and releases a cloud of noxious smoke (DC24 FORT save as before). slam: 1d20 + 28 ⇒ (10) + 28 = 382d10 + 16 ⇒ (3, 2) + 16 = 21
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![]() 102 Need a DC 24 FORT save from Uuranx. The metal fly continues to shrug off a significant portion of the melee damage inflicted by Balator and Uuranx, with Uuranx's keen strikes seeming to have no extra impact at all. The fly slams at Uuranx:
Cold, cloying miasmas of greasy darkness explode around the party. On Balator/Uuranx:
On Randtam
On Tarek
DC18 Will for half. Fail and be sickened for 1d4 ⇒ 3 Party action ![]()
![]() Uuranx owes 1 REF save for the flame strikes and gets one standard action for the previous round. save robed: 1d20 + 7 ⇒ (19) + 7 = 26
fly on: 1d2 ⇒ 2Uuranx
The fly seems unphased by the electrical blast and but little troubled by Balator and Uuranx's blows. It breathes a plume of noxious smoke enveloping both Balator and Uuranx. DC24 FORT save:
Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. The four robed figures are staggered somewhat by Randtam's bolts but still are able to cast spells of their own! Each party member must also make a DC19 FORT save against http://www.d20pfsrd.com/magic/all-spells/s/suffocation/ ![]()
![]() As the first skeleton is hit by a rain of massive hail it explodes in fiery ball, the hail damage and blast from the first skeleton sets of the other 17 in a chain reaction. KAPOW!: 18d6 ⇒ (4, 5, 4, 6, 3, 3, 1, 6, 1, 6, 5, 2, 5, 6, 2, 5, 5, 3) = 72 The air shakes from the massive blast and a reek of charred bone fills the room. There is a brief moment of silence afterwards that is suddenly wrecked by the sound of screeching metal. The massive fly begins to move with terrifying speed towards the party, grey-green smoke wafting from its mouth hole. Four columns of divine flame strike at the party! On Balator/Uuranx
Half the damage is fire half is divine. DC19 REF save. Party will get one standard action (not full-round) before the fly engages in melee. ![]()
![]() As soon as you advance into the room a small horde of flaming skeletons clambers out of the flaming pit and advances towards you! There are 18 skeletons in all and the party will get to act as they move into melee range. DC 25 perception: Screams of agony continue to call out from inside the massive iron fly statue. ![]()
![]() You open the doors revealing: The ruddy glow of smoldering embers cast strange shadows on this chamber’s walls. Beyond rows of cracked stone pews, marble steps lead to a raised dais encapsulating a large fire pit. Standing over the pit is an enormous iron statue of a fly; wretched screams echo from within as some living creature is roasted alive inside the grotesque effigy. Large doors of iron stand in the wall behind the statue. There are four figures dressed in monastic robes standing close by to the iron statue, watching you; how they can stand to be that close to the heat is beyond your comprehension as you can feel the ferocity of the fires from more than 90' away. Party action. ![]()
![]() The monstrosity is now badly damaged, but it does not hesitate for a moment as it continues to try and strike at Uuranx. claw: 1d20 + 23 ⇒ (13) + 23 = 361d8 + 11 + 1d8 ⇒ (1) + 11 + (6) = 18
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![]() 177 The party again hits three times but the creature continues to shrug off much of the damage. It continues to rip at Uuranx:
bite: Bite—injury; Save Fort DC 26; Frequency 1/day; Effect 1d6 Con drain plus constant stench. A creature that suffers the rotting curse imparted by an augnagar’s bite displays hideous, festering wounds that exude a horrific stench. This functions as stench, save that it affects all creatures except those that are immune to poison. The victim of this curse receives no saving throw to avoid becoming sickened by the stench, but other creatures can attempt a DC 26 Fortitude save to negate this condition—those who fail remain sickened as long as they remain within 30 feet of the cursed victim. The horrific stench also imparts a –8 penalty on all Stealth checks made by the cursed victim. The save DC is Constitution-based.
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![]() 96 The massive creature resists much of the damage from three hits as it continues to attack Uuranx: claw: 1d20 + 23 ⇒ (6) + 23 = 291d8 + 11 + 1d8 ⇒ (2) + 11 + (3) = 16
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![]() A wave of negative energy crashes over the party causing everyone to become exhausted exhausted:
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Moments later an enormous, spider-like creature with three clawed tails and eight legs connected by leathery webs of flesh bursts out of the piles of corpses attacking 1d3 ⇒ 3 Uuranx! The beast is so horrific that it bends the strength of the party's sanity! DC 23 Will save:
Creatures that succumb the horrific appearance are driven momentarily insane. This results in 2 points of Charisma damage and leaves the victim confused for 1d3 rounds. claw: 1d20 + 23 ⇒ (14) + 23 = 371d8 + 11 + 1d8 ⇒ (2) + 11 + (4) = 17
Party action. ![]()
![]() Rotting corpses stacked like cordwood rise halfway to the ceiling of this chamber, threatening to collapse inward because of the path something has made, or rather chewed, through the pile. The stench of rot is overpowering, and insects buzz in the air like an oily cloud. A walkway twists through the corpses and heads North towards a massive set of bone inlaid double doors. The passage also continues East. The floor of the room appears quite slippery from the gore that continuously soaks onto it from the myriad of corpses and will make movement across it most challenging. Meanwhile, the disgusting haze and overpowering stench of rotting vapors and buzzing flies impair breathing and you know that your abilities might be reduced should you enter the room. ![]()
![]() The party moves individually past the stacks of skulls and jawbones. You can't help but feel the gaze of the skulls' hollow sockets follow you as you pass by, but whether their thoughts are filled with weal or woe you cannot tell. After assembling by the Eastern exit you follow it for about 40' before everyone of you can smell the stench of decaying and rotted corpses in the room ahead. DC 35 perception: You can faintly hear the muffled sound of 'something' chewing as if through bone, flesh, and sinew. ![]()
![]() Smoothly polished skulls yellowed with age gaze from countless small alcoves perforating the stone walls of this chamber from floor to ceiling. The collection contains specimens from many races, though all of the skulls are missing their jawbones, which lie on the lowest shelves beneath the skulls. The room is 25'x60' long. There appears to be an exit headed East at the South end of the room. Balator's keen eyes find several strange glyphs that appear to be writing of some sort. DC 35 linguistics or language Ancient Osiriani: “To each hieroglyph first pass one left, to each hieroglyph second pass one right.”
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