
Mortimer Smith |

As Mortimer looks toward the Library, he can see through the door Solrisa slowly rising her morningstar.
He looks around.
Wait... where are the others? Sol? What are you doing?
"Wait, Ascaria," Mort says, gently touching the gnome's shoulder before heading back toward the Library.
He arrives just in time to see the apex of Sol's morningstar, and Eidi attempting to shield and protect the 'smart' worms.
"Wait Solrisa. This might hold the answers we are looking for. For more wicked they might seem, they have knowledge we need to defeat our enemy"
Isn't too much knowledge dangerous in the wrong hands?
"Wait Eidi!" he says, holding his hands up high. "Maybe it's -- maybe it's not worth the risk!" When the Elder's expression betrays his bewilderedness, Mortimer clarifies himself, his tone betraying disgust. "I mean -- you're not thinking of eating those, are you?!"

Eidi |
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"Would you destroy a book just because it was created by your enemy?" the half-elf points towards the worms "Well, it seems those worms hold real knowledge, just as the books do. A wicked and dangerous knowledge. But yet, we might not be able to defeat this enemy if we are not able to grasp all its secrets"
Eidi's hands tremble as he notices his own resolve "I will eat the worms" his eyes reflect both surprise and resolution as he says the words.
The elder then catches the first of the worms and eats it. He almost immediately starts retching in pain for half minute, and then starts to scream as he feels the worm coming close to his brain.
Rounds: 1d4 + 1 ⇒ (4) + 1 = 5
Fortitude+HR DC 15: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
INT?: 1d100 ⇒ 43
HP 115/120
As the worm dilutes with his own mind Eidi recovers himself, still breathing deeply "A wicked, yet effective, way to learn..."
Eidi will look to consume all the worms himself. He will accept to share them with remorse, but will not remain quite while they are destroyed.

Eri Nandri |

"Whoa Eidi. We need to study the books and see if what you say is right. These might just give you general knowledge rather than specific knowledge. Stop eating until we check it out."
Eri starts gathering books related to these worms and worms in general and gives them to Mort.

Ascaria |

Ascaria watches slack jawed as Eidi consumers the worms - the enemy's tool. He thinks of a myriad of arguments against such a foolish act, but none leave his lips as he's stunned by Eidi's swiftness.
So rash! So dangerous!
He readies for combat, fully expecting Eidi to turn on them all...

Mortimer Smith |

Mortimer watches aghast as Eidi starts swallowing worms and he suddenly throws up in his mouth. After a brief visit to the pit of hate, he returns looking paler than usual.
What some people do for a little knowledge!
"Hey, hey -- there," Mortimer says, arms out while cautiously approaching the Elder as if the Mystic Theurge was a rabid dog. He looks into the Theurge's eyes to make sure he's still all there and continues only when he sees that is in fact the case. "Maybe it's time then, for a little light reading?" Mort suggests even as Eri piles books onto his Muleback Cords.
He looks at the smart worms, and gags once looking away quickly. Do they taste like cheese at least?
"Uh -- yah, Sol?" he turns to Sol, regaining his composure. "These, er those --" he gestures at the smart worms without looking at them, "can't be evil in their present state, right? They are in some kind of stasis. They have no intent of their own, until you willfully eat them." He grimmaces. "And, even if you do, something bad could happen, or something good -- so you just can't say they're evil." Until maybe you eat them. Mortimer gags once again before continuing. "So, they're not going anywhere unless we take them, and we're coming back anyway, so there's no reason to destroy them right now, O.K.?"
He glances at Eri in concurrence as the Sorcerer continues collecting books. "Let's find out what we can find out about the worms, what questions arise after some reading before we decide to do anything further -- including eating them -- with them."
"What say you all?"

GM Rat Sass |

Thank you for the reminder :)
There is no Scrying taking place at this time.
The doors do not appear to have locking or barring mechanisms, so you would have to make do with shims or the like to make opening the doors more difficult.
As Solrisa begins to thumb through the books of the Library, she occasionally encounters a Kyuss worm inching its way across the shelf here, or dropping from a book there. With the maiden's help, books can be selected for removal from the Library, worm-free. The Librarian's own book is rather large. From what Mortimer can gather from the pictures, it appears to depict various positions meant for two humanoid forms to join together, in a multitude of scenarios, both in before and after states of torture. Its title is Carved and Sutured.
As Ascaria suggests departure on air, Solrisa brings the discussion around to the risk and reward of the Knowledge Worms.
The Knowledge Worms do not detect as Evil.
Eidi appraises each of the Worms, separating them into their respective classes of Knowledge.
Knowledge(Arcana): 1d20 + 22 ⇒ (7) + 22 = 29
Knowledge(History): 1d20 + 12 ⇒ (17) + 12 = 29
Knowledge(Planes): 1d20 + 18 ⇒ (18) + 18 = 36
Knowledge(Religion): 1d20 + 22 ⇒ (5) + 22 = 27
He successfully sorts the four categories, setting four of them aside for his own personal consumption. Eating two worms of the same Skill doesn't stack the bonus.
The elder half-elf selects the Knowledge Skill of his preference to begin. Please let me know which Skill you have selected, Eidi.
The necrotic fluid coating the Worm's skin is both slick and thick at the same time, allowing you to feel the body of the Worm start to pulse as it passes down your throat, past your vocal chords, so vital to your magical casting, until the Worm reaches your stomach. When it does, it animates violently within the digestive acids that await its arrival.
Pain. A Pain which bellows that Life is here, dangerously fragile and in great need of protection, a Pain demanding all attention.
The Ascent begins. Through the stomach's lining, into the left lung, causing it to collapse. Gasping for air is inevitable, but you're forced to hold your breath, until the ordeal is over.
The Worm finds its way into the neck muscles, wriggling just underneath your neck's skin, until it submerges, and seeks the base of the skull, where the spinal cord connects to the brain. Your vision dims as the pressure in your head rises dangerously.
Transformation. Something that lives along the line that defines Life and Death threatens to tip the Balance. A Whisper of what? ...Invitation? ...Warning? ...Promise? Of a Becoming...
The Worm arrives, nestling into your brain, making room for itself, before it loses its substance, and dissolves into the meat.
Relief. The Absence of Pain. The Realization of what lies beyond Life, but before Death. The lack of distraction from an eternity of study, the possibility of Becoming a Well of profound knowledge...
As your vision slowly returns, you see an Undead Spell Weaver looking at you through green vapors. Looking up at you, waiting... Your vision clears, and the Library and your friends are still there, looking at you.
Eleven Knowledge Worms remain.
For the books gathered up, of the hundreds unburnt, they will make for interesting reading, if unfocused. To gain the true benefit of the Knowledge in this repository, the books must be kept together, and processed over time. 1d6 hours The collections of ancient tomes are written in various languages, and various subject matters, and various sizes. For the first hour looking over the books, you find very little in regards to Kyuss Worms. There are plenty of books regarding the Undead, pantheons of gods both ancient and contemporary, historical accounts of civilizations. The only Book that you can easily relate to Worms is the open Book on the podium, depicting the Knowledge Worms.
If you desire to remove books from the Library in sets, let me know your carrying capacity. For my ease, let's say that each set weighs 40 lbs, and consists of eight tomes. It may help us decide whether you'll study on or off-campus.

Solrisa Iome Arabasti |

Solrisa puts away her morningstar and steps back, wondering if one of the party would actually deign to eat a knowledge wurm. She wouldn't do it because she know better.
Gross. Solrisa tries to keep a supportive smile on her face.

Eidi |

Eidi choses the one he thinks more related to Kyuss and his worms. Religion
The elder makes his tough mental travel, barely recomposing himself "It's me..."
Eidi will help carry some books for the party to study, specially looking for books related to the worms and Kyuss, and about the ziggurat, Eidi looks for any information about the ziggurat.
Once out of the strange structure and at a good distance, Ascaria's air walk really helps on that regard, Eidi casts rope trick creating a pleasant place to rest and research for the group for the next 12 hours.
The Theurge picks one of the books and sits legs crossed "I will start reading this part" he offers one of the books to Solrisa to show her he guards no ill feelings for her attempt to destroy the precious worms "Would you help us study Solrisa?"
K. religion (Kyuss and the worms): 1d20 + 24 ⇒ (8) + 24 = 32 +any bonus from using the book
About the ziggurat: K. geography?: 1d20 + 12 ⇒ (9) + 12 = 21 +any bonus from using the book
Despite his attempts to focus on the research at hand, the elder mind keeps going once an again to the knowledge worms Ancient knowledge... will they guard the secret receipt to minestrone soup?

Mortimer Smith |

As Mortimer helps sort out the clean books, he can't get the last vision out of his head. Who IS that guy, and what was he with?
"Remember that? What were those disks?" he flips through a few of the clean tomes, looking for images of it before looking around the room. "Do you think we'll find them?"
Perception: 1d20 + 20 ⇒ (8) + 20 = 28 Plus two more Spirit Sense
He even looks at Eidi.
"Hey, Master Eidi. What did you mean when you said:"
"That was... an Spell Weaver... again..."
"Did we run into one of those? I think I'd remember that, but I don't. What is a Spell Weaver? Are they evil? Did It make these worms with the help of that man and those disks?"

Ascaria |

Ascaria is happy the eating of worms has stopped, at least for now.
He examines Eidi as they walk, utilizing the ongoing Status to fine tune his senses. He also has ongoing Detect Poison and Diagnose Disease which he'll bring to bear as well.
Once outside, and a fair distance from the ziggurat and compound, he wonders, "We might need to take one room at a time in there. We've faced some tough stuff already, and I doubt it's going to get any easier."
He listens to Mort, but has little to add, "I don't know. We should search the library tomorrow for those disks. Maybe we can learn something from them."
He takes his turn at watch, thankful for Eidi's magic hole though it feels a little cramped. "You know, we should have a bar on our journeys. Staffing is a problem though I suppose. But maybe if the money is good enough..." he drifts off to sleep.

Eri Nandri |

Eri will grab books related to the arcana of the worms. Specifically how to destroy them and their capacity to reproduce.
kn arcana: 1d20 + 17 ⇒ (5) + 17 = 22
"We might need to take one room at a time in there. We've faced some tough stuff already, and I doubt it's going to get any easier."
"I like the sound of that. Maybe we can study in the library using Eidi's Rope Trick after each room. We'll have a little juice to defend ourselves."
"You know, we should have a bar on our journeys. Staffing is a problem though I suppose. But maybe if the money is good enough..."
Eri responds to Canary's snoring "Hmm, maybe Eidi has an unseen servant that can fill the bill?"

Solrisa Iome Arabasti |

"Would you help us study Solrisa?"
"Yeah, I guess, Eidi," Solrisa chirps in response.
Despite her personal feelings about the wurms, Solrisa puts those aside and tries to help Eidi and Eri understand how much of a bad idea this plan is.
1d20 + 15 ⇒ (3) + 15 = 18 Know (religion)
She will explain if she realizes something more than what Eidi already knows, which is unlikely.

Eidi |

Eidi listens Eri's suggestion "Oh yeah! Good idea! I shall prepare one of those"
Observing Solrisa's good reading, he stands up stopping his own "But let's hope we do not need to sleep after exploring each room. We know better what we face now, and we can probably try to prepare better. I was not expecting so much undead to be honest. And we can count with something else tomorrow" the elder smiles secretly.
For at least two hours, Eidi works accelerated into placing the last touches, presenting at the end a completed set of beautiful Bracers of the Avenging Knight specially designed for Solrisa "I hope they really fit in glory your wrists".
It was lacking just 500 gp work. It will cost 5750 gp

GM Rat Sass |

The Rope Trick is established at a comfortable distance from the Ziggurat, and its interior provides a much welcome drop in humidity from the recent air walk through the Screaming Jungle.
1d6 ⇒ 2
1d6 ⇒ 6
It becomes painfully apparent to the bookworms of the group that the Library's yield of books doesn't address Kyuss worms on any level. It does hold a smattering of semi-autobiographical transcripts on the man you've come to understand as Kyuss himself.
Once a mortal man, Kyuss was considered an auteur of necromancy in the ancient empire of Sulm, but rose to such acts of evil that he was considered beyond the pale, and banished, both he and his followers. The writings convey indignation and hatred towards the Elder Council of Sulm for their decision, but it is a transparent attempt to spin the historical accounts.
The tipping point for decrying Kyuss unworthy seemed to involve the creation of undead within the wombs of animals and citizens alike.
The pilgrimage of Kyuss and his followers is written at length, as is the establishment of the city of Kuluth-Mar, which felt an ever-present vice grip of fear and wrath, driving deeper devotion to the coming apocalypse. Only the worthy would survive, according to Kyuss, who became an unquestioned prophet, almost from the start of the pilgrimage.
Though none of the books represent the Disks in imagery, the writings speak frequently enough of Kyuss's declarations, both before and after establishing the city of Kuluth-Mar, which describe vast metal plates and a time of ruin foretold. The followers of Kyuss were driven to unearth these Disks, only steeling the prophet's power once they were discovered within this very jungle.
There is little to read regarding the Ziggurat, only that it represents Kyuss's sovereignty over his city, and many willingly died in its creation. The blood of the devoted runs deep within the ground.
Eidi bears no afflictions detectable by your monitoring magic. Neither does he detect with Poison nor Disease.
...
The next morning comes without event. The Ziggurat looms over the jungle, awaiting your return.

Mortimer Smith |
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"Maybe we can study in the library using Eidi's Rope Trick after each room."
If you desire to remove books from the Library in sets, let me know your carrying capacity. For my ease, let's say that each set weighs 40 lbs, and consists of eight tomes. It may help us decide whether you'll study on or off-campus.
"Maybe it's time then, for a little light reading?" Mort suggests even as Eri piles books onto his Muleback Cords.
I wouldn't have to carry all of this out of the Ziggurat!
"GREAT idea, Eri! Yes! Let's do that!" The Giant pats the Soccerer on the shoulder, albiet very gently. He then starts shedding books from his Muleback Cords into a pile he begins sorting.
He's crestfallen when encouraged to keep some of them for the air trek out into the Jungle.
"But let's hope we do not need to sleep after exploring each room. [ ... ] I was not expecting so much undead to be honest. And we can count with something else tomorrow" the elder smiles secretly.
Hamlet Mortimer rolls his eyes. Gods, what is he thinking! Things down here tap at our very life essence, which means Ascaria -- despite his brave countenance -- must surely be suffering the most! And what the Hells can Eidi have that is better than elderflower tonic? He regards The Theurge with a discerning eye. Still, out of any of us, he alone probably understands these Undead best. Worm eaten or not.
"We'll prepare our best, to be sure," Mort says, "but I would caution all of us about being too confident."
Bad Night
~~~
The Cage
"You think what!!?" bellows Mort's father. "Why would he do that?! That doesn't make sense! I bet he had you beat by a mile, and you fell! You'll spend a week in The Cage for your lies!" Mort's father turns to his mother. "And -- woman! Don't coddle him, or I'll throw you in there with him!" He turns, grumbling and storms back to his study.
He is shackled, brutally beaten, then dragged underground and thrown into a deep pit. Struggling to free himself from his bonds, Mort chokes on the miasma surrounding him, gasping for purer air. He suddenly becomes aware of a shadow looming over him.
~~~
After laying down to sleep, Mortimer tosses and turns in the safety of the Rope Trick.
~~~
The Pit of Hate
"WOoaaha!" Mortimer grunts, suddenly feeling the "ground" pull out from under him. "I'll get you for this!"
The hole itself is impressively deep—a noxious pit of rancid vapor that descends, semmingly without end. This round, and he falls 60 feet, courtesy of Eri. The length of this shaft is pocked by dozens of 10-foot-wide cave openings—these openings lead to a complex labyrinth of 10-foot-wide tunnels that wind in a tangled maze through the surrounding stone.
Mort's bellowing draws the attention of several creatures. The vile, bloated worms have a thick green body nearly ten feet long. The vaguely human heads are covered in stringy green hair. The creatures' mouths, a round sucker-like orifice ringed with rows of tiny teeth is perhaps their most horrid feature. They draw towards the center of the Pit, and watch Mort slowly descend ... He counst at least three of them by the time he passes by the cave openings.
He notices that The Pit's diameter appears to narrow subtly, for what little falling he has already done.
Mortimer whimper's in his sleep, then suddenly shouts "IT'S NEFF! Despite his outburst, he sleeps on.
~~~
Worms, worms worms.
The singular, stooped creature at the table is sheathed in full plate armor, over which lies the tattered remains of ancient robes of state. This reader allows its hand to rest on the page, and its face turns upwards to see who is at the door.
The sound of nails on slate.
"They want us to shut up and close their door"
Mortimer snorts loudly in his sleep (much louder than Ascaria snores, anyway), and noisily rolls over.
~~~
Forbidden Experiments
[Mort] stands and points to the remains of the Librarian. "So what was he paging through, I wonder? As dead as he was, was he planning something?"
The Librarian's own book is rather large. From what Mortimer can gather from the pictures, it appears to depict various positions meant for two humanoid forms to join together, in a multitude of scenarios, both in before and after states of torture. Its title is Carved and Sutured.
Mortimer stares at an image, then slowly looks down. Instead of seeing his feet, he's horrified to realize instead of limbs, his entire body is nothing but a squishy, long cylindical tube. The book he thought he was holding with his suddenly non-existent hands crashes down to the stone floor, and as he looks up he sees the visage of the creature learing down at him holding razor sharp pen. Vapors of magic evaporate around the pen's tip.
I'm an experiment?!
Mortimer shrieks. He bolts upright. Sorry... His eyes dart back and forth a few times before he blinks in rapid succession. He exhales in relief as he lays back down to sleep.
Whew! Still in the Rope Trick.
Reality Check
Awh. Had too much of that dinner mead ration.
He gets up, opens the rope trick and climbs down into the Library. He cautiously makes his way through the Haze of Hate to the pit and relieves his bladder.
Just as he's finishing -- out of the pit, the Ghost of the Undead Kevlos comes careening and rushes toward Mortimer! The specter clutches at Mortimer's throat and Mort starts choking and blacking out!
Mortimer whimpers, and kicks so violently he throws himself from his bedroll.
F&~@... ' hope I didn't disturb anyone ... Right... I should just use the Rope Trick's built-in WaterCloset.
He quietly gets up as if nothing happened and uses the extra-dimensional commode. As he flushes he wonders idly "I wonder where that goes..." He then resumes his slumber, yet far more peacefully.
The following morning, upon first awakening, he turns to Eidi. "I can't believe you ate a worm... He rubs his eyes, then arises and after cleaning up, he helps himself to Hero's Feast.
If he hasn't already, he relates to the party what it was that he saw in the pit.
Feel free to read Mort's spoiler here.
"I could swear the pit was narrowing. Maybe there is a bottom? Or, is it all just an illusion?"
There's a door to the east -- what other 'rooms' are there?

Ascaria |

Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (1/20m), Brightest Light (1/13h)
Life Link (13)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/10)(8/8) (DC: 25)(Avoid 8, 35’r, 1/1 swift) (7d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3) (Roll concentration twice and take the best result)
Physician’s Spectacles (1/1) (Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3) (swift +10’ movement)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 13, Concentration +22)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (7/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (6/8) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (6/7) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (21): (6/7) Air Walk Communal, Breath of Life, Cleanse, Burst of Glory, Cure Light Wounds Mass
Sixth (22): (4/5) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
* Caster Level +2
Ascaria relaxes and naps throughout the day and sleeps heavily that night. Unlike Mort, his dreams are pleasant ones, a garden, a few trees, and a bar…
As usual every morning, Ascaria ensorcels the shields of the party (Sol, Mort, Ascaria) and provides a sumptuous breakfast repast. He'll then watch over his friends and refresh everyones Life Link just in case...
Magic Vestment (+3 for 13 hours)
Heroes' Feast (temporary hp: 1d8 + 6 ⇒ (3) + 6 = 9)
Status (Eidi, Eri, Mort, & Sol)
When everyone is ready to head back into the ziggurat, he adds…
Air Walk Communal (20 minutes)
Brightest Light
In between bites over breakfast he suggests, ”Yes, let’s check out the other door(s) first before we descend into that pit. Maybe we clear the upper bits today, study in the library for those who wish to, and fly down tomorrow. See if it is illusory or real.”
Group effects
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))(everyone)
Air Walk Communal (everyone)

Eidi |

"No wonder they expelled Kyuss from society. The creation of undead within the wombs of animals and citizens are not well accepted by most cultures abroad Golarion" Eidi comments for the others to know at his discovery.
"Those disks seem to have something to do with Kyuss power and the ziggurat" the elder thinks for a while without finding anything of profit "Whatever it is, I guess we will discover under the structure. We will have to head in once more"
----------------------------
The night passes calm for the elder, who seems to be not that much tired after all. The next day, he studies in silence the spellbook while enjoying Ascaria's feast. While the party armors up to visit the old ziggurat, Eidi praises to Aroden, asking to exchange some blessings.
He casts mage armor and defending bone just before the group leaves the relative quietness of the rope trick.
HP 129/120
AC 19 DR 5/bludgeoning
Level 0
Wizard - (at will; 4 prepared)
open/close
message
prestidigitation
light
Cleric - (at will; 4 prepared)
detect magic
create water
guidance
mending
Level 1 (pearls of power I: 2/2)
Wizard - (7/day)
ray of enfeeblement (For 17)
* mage armor
enlarge person
4x magic missile
Cleric - (6/day)
shield of faith -D
obscuring mist
unbreakable heart
remove fear
remove sickness
sun metal
Level 2
Wizard - (7/day)
blindness/deafness (For 18)
see invisibility (opposed)
rope trick
alter self
2x acid arrow
Cleric - (6/day)
zone of truth - D
remove paralysis
align weapon
surmount affliction
* defending bone
consecrate
Level 3 (pearls of power III: 1/1)
Wizard - (5/day)
ray of exhaustion (For DC 19)
2x haste
displacement
heroism
Cleric - (5/day)
prayer - D
chain of perdition
dispel magic
paragon surge
+1 divine level 3 open slot
Level 4
Wizard - (5/day)
enervation
dimension door
wall of ice
2x black tentacles
Cleric - (4/day)
holy smite (Vol 17) - D
death ward
freedom of movement
blade of light
Level 5
Wizard - (4/day)
enervation (level 4 in level 5 slot)
teleport
icy prison (Ref 21)
baleful polymorph (Fort 21)
Cleric - (3/day)
telepathic bond - D
breath of life
cleansing fire

GM Rat Sass |

The Outcasts reenter the Ziggurat with little fanfare. The grounds still shimmer from wormsign, and the doors are still open to the interior, where a familiar Hatred cloaks you as you enter the main Chamber of the Pit. Passing across the Chamber to the other side, you open the east side Doors, where you are greeted by the opposite grounds of the Ziggurat. Nothing appears and confronts you, as the Eviscerator Beetles once did.
Returning to the more central aspect of the Pit Chamber, you find the wall of ice no longer there, and the vapors constantly blurring the sight as the fumes continue to rise from below. The noise made by the party attracts the bloatworms, which appear and disappear from their cave openings.
In your desire to investigate the structure of the Ziggurat, the conclusion drawn is easy enough- the only way forward is downward.
Given your Air Walking, descent is easily enough facilitated. Roll20 Map has been updated. Let me know how you wish to proceed.

Mortimer Smith |

"Wait! I got an idea!" Mortimer exclaims gleefully. "A plan! Eidi casts his ice wall just below the first wormhole. We air walk down, and Eri casts his fireball into the wormhole. If there's blow back below us, well be protected by the ice. If it comes out at the same level... well, Ascaria should protect us communally from fire. Right? Then we can explore one wormhole at a time."
He thinks for several seconds.
"Or, maybe the ice isn't necessary. Unless someone decides to cast dispel magic on our air trek. What do you all think?"

Solrisa Iome Arabasti |

Spell prep: -1 AA,G, +1 DW.
Solrisa smiles at Mort's plan, happy to do her part. She offers her own plan.
"I'll go down alone and kill all the bad things and then the rest of you can come down after me. I'm sure I'll be fine if I just prepare right. I'm sure." Solrisa smiles a very confident smile, completely without fear...because she does not know it.
"Let me go first. I'll be fine. I heard what happened before and I'll kill all the bad things."
Solrisa readies to go...casting Death Ward and walking down first, with sword and shield in hand.

Mortimer Smith |

"Let me go first. I'll be fine. I heard what happened before and I'll kill all the bad things."
Elderflower?! "Wait -- Sol!" Mortimer says, as if he could tell she was about to cast Death Ward. "Don't be over confident -- this place has had some surprising dangers -- I only went down sixty feet." He looks down, and shudders slightly. Why do I keep forgetting that I hate heights?! He shakes his head, then looks at Sol. "I think we should stick together -- just wait until the others have had a say, O.K.?"

Ascaria |
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"I think Eri can protect us from his fireball blast so we should be good there. I also like the idea of blocking off some of the pit if we need to. Eidi, how many of those walls of ice can you do? We might want to save it for emergencies if you can only do the one. Like Mort said, someone could dispel the spell again and we'd be falling."
"We should take it slow."
"I'll go down alone and kill all the bad things and then the rest of you can come down after me. I'm sure I'll be fine if I just prepare right. I'm sure."
Ascaria looks exasperated at the dim maiden. "Sol, you can go first if you like, but going alone is foolish. Every fight we've had in here has challenged us as a group - dividing our power from 5 to 1 and facing unknown odds is not the way to go. No doubt you'd do well for a time, particularly with protection, but we need to advance as a team."
He turns to Eidi, "Can you protect Mort as well? Then the two of them could go ahead while we follow cautiously behind and lend support to the battles with the worms. Damn energy drain. I hope it's not worms all the way down..." He shudders at the thought of how far down it might be - and how many worms there may be.
How many worm holes can we see from the rim? Keep in mind I can only see 60' down... but others might see further.

Eidi |
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Eidi winks an eye to Ascaria "I was thinking just the same. Take this ward Mortimer, so you can safely fight with Solrisa" the elder offers to cast death ward on Mortimer if he accepts.
"If we are dispelled, Eri can make us fall slowly" the half-elf looks at the man sure of him "Then I can just wall the way or teleport us back to a safer position"
"If things go wide I can just teleport us to the bottom and skip all the thing" Eidi then gives a glimpse back to the library, and feels his heart accelerating and presure in his head, which he shakes before jumping into the pit side by side with Ascaria just some metres carefully apart from the frontline.

Mortimer Smith |

Assuming Eri agrees to the current proposed game plan...
"Take this ward Mortimer, so you can safely fight with Solrisa"
Mortimer nods once first to Ascaria, then to Eidi before bowing to the Theurge so that he can cast Death Ward on him. "Thank you , Eidi. And thank Aroden," he says solemnly.
Then, Mort returns to Sol's side and says, "Let's go!"
If Eri does not agree to the current proposed game plan... maybe something else happens.

Eri Nandri |
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Eri begins the day with plenty of Khava and eggs with cheese, mushrooms, and green onions and bacon and toast. Also he will consume a Mage Armor (+4 for 11 hours) , Detect Scrying and keep Message going. He will then have some tea and a snack.
Eri watches as the interlocutors go back and forth. When Mort talks about the protective ice wall he moves like he’s about to speak.
“I think Eri can protect us from his fireball blast so we should be good there.”
He puts his hand down and just nods vigorously.
”Yeh, let’s go slow. I’m ready.”

GM Rat Sass |

Alright, so I've got Solrisa and Mortimer with Death Ward, the party with Air Walk, correct? The vapors of the Pit make visibility difficult enough that you can only see roughly 60' down, though from experience you know it is much deeper. There are multiple cave entrances along the cylinder of the Pit.
There are occasional sightings of the bloatworms below, as the party looks over the side, and tries to shake the Pit's Hate Aura. As the Outcasts begin their deliberate descent, they are witness to the bloatworms' retreat from the entrances, though how far from the cave openings, you are not sure.
How close to each other do you stay while you descend? I'm presuming Solrisa and Mortimer are further down the Pit than the rest of you, but am unsure how to space you out.

Ascaria |

Ascaria would follow ~40' back (or up in this case), but no further even if it puts him at risk. Too far away and he can't help in his mind, and he'll not let Sol and Mort dangle down below without support.
At the lip, just before descending, he casts Protection from Evil, communal (2 minutes) on the party, then follows.

GM Rat Sass |

Thank you, Ascaria. I think that should do fine.
With the Outcasts fully aware of the danger that awaits them below, and the bloatworms' general awareness of what descends from above, the conflict is inevitable. Much like the tongue that extends to catch a falling snowflake...
Ascaria: 1d20 + 1 ⇒ (16) + 1 = 17
Eidi: 1d20 + 1 ⇒ (12) + 1 = 13
Eri: 1d20 + 2 ⇒ (19) + 2 = 21
Mortimer: 1d20 + 2 ⇒ (18) + 2 = 20
Solrisa: 1d20 + 4 ⇒ (20) + 4 = 24
Bloatworms: 1d20 + 6 ⇒ (14) + 6 = 20
By the time the frontline spelunkers reach a depth of 60', the vapors thin enough to see three bloatworms, east, south, and west, waiting to act until their level has been reached. Three separate large openings in the Pit's walls give you easy enough vantage on your antagonists, so much so that Eri and Solrisa find themselves with an edge to act first.
Round 1
Solrisa- 24
Eri- 21
Bloatworms- 20
Mortimer- 20-
Ascaria- 17
Eidi- 13
Solrisa and Eri are up! Given the map's planar format, we'll pay attention to heights if it becomes an issue. For the current confrontation, the worms are receded from the Pit's shaft, so acting against them requires that you take their current depth, and makes you vulnerable to their responses. If they come forward to the Pit's edge, you may target them accordingly. Capiche?
Party Buffs
Air Walk, Communal
Protection from Evil, Communal

Mortimer Smith |

Pre-initiative
If possible, before descending Mortimer would have asked for Barkskin.
"I do not like that they are rearing from us... they are plotting something against us..."
Mortimer grunts. "Me either. Are they being summoned by their -- do these things have queens?"

Eri Nandri |

Round 1 Init 21 AC: 19
Eri will aim a fireball at the mouth of the tunnel closest to him and Ascaria. He will use selective spell to protect everyone in the party. If that’s not kosher, he’ll use a ready action to cast a selective fireball when the worms appear.
SR: 1d20 + 15 ⇒ (2) + 15 = 17
fireball damage: 10d6 ⇒ (3, 3, 6, 4, 5, 4, 5, 2, 5, 2) = 39
Ref DC19
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +13
Defensive casting concentration check = +21 (@11th, with headband)
Spell Penetration= +15 (@11th) [feats: spell pen and greater spell pen]
Dispel magic level check= +13 (@11th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:16(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:17 (7/7 per day 4/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:18 (7/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:19 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:20 (6/7 per day) (Detect Scrying, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:21 (4/4 per day) (Parchment Swarm, Sonic Thrust)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+15 or +13/+13 (fight+1, sorc +3, ER +5, WF +1 dex +3 bow +2 )
PB: +16 or +14/+14 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Solrisa Iome Arabasti |
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Mort: took 2 charges off the wand of Barkskin. One you, one me.
Round 1, Init 24
Solrisa looks on with excitement at the 3 bloatworms, wondering how much fun it will be to kill them and banish their evil from the world.
She casts Divine Favor and waits for them to approach...or not.
AC=33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]
HP=108/108
Right hand = long sword
Left hand = shiny shield
LoH 0/10 used (6d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (32/50 left) 3/6/2018
The Dragon Invoked 0/6 used (+4 to hit/AC,+17 damage)
Breath of the Dragon 0/3 used (+3 weapon, holy&+1)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
1d10 + 7 + 8 + 1d6 ⇒ (5) + 7 + 8 + (5) = 25 magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
1d10 + 9 + 12 + 1d6 ⇒ (4) + 9 + 12 + (6) = 31 magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic damage.
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+12[/dice] magic damage.

Eri Nandri |
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"Would Mort need additional protection if he's ground zero for a fireball?"
I don't think so. "These targets are excluded from the effects of your spell." Selective Spell is pretty cool.

GM Rat Sass |

1d20 ⇒ 20
Mortimer convinces Eri to delay his action, allowing the bloatworms their own activity first. Very kind of you.
From their positions, rays begin to assail both the maiden and giant, from the comfort of their sconces.
Whispers in sinister tongue are exchanged between the three.
"อันไหน?"
"ทั้งสามคนใช่มั้ย?"
"ใช่กำหนดเป้าหมายล้อเลียนการสะกด. เธอยังขุ่นเคืองกับตัวเองเช่นกัน."
"ดีดี."
"Which one?"
"All three, yes?"
"Yes, target the spell caster. She's warding herself, too."
"Good, good."
Three black rays launch from separate cave openings, all striking at the maiden.
Ranged Touch Attack, S: 1d20 + 9 ⇒ (5) + 9 = 14 for 1d4 ⇒ 1 negative levels
Ranged Touch Attack, S: 1d20 + 9 ⇒ (7) + 9 = 16 for 1d4 ⇒ 3 negative levels
Ranged Touch Attack, S: 1d20 + 9 ⇒ (11) + 9 = 20 Fortitude Save DC 19 to avoid becoming Exhausted. Success, and you are only Fatigued
The creatures fixate their gazes upon you, and you feel an unease you haven't felt before.
Please make a Will Save DC 20, also.
Round 1
Mortimer- 20-
Ascaria- 17
Eidi- 13
...
Round 2
Solrisa- 24
Eri- 21
Bloatworms- 20
The party is up! Given the map's planar format, we'll pay attention to heights if it becomes an issue. For the current confrontation, the worms are receded from the Pit's shaft, so acting against them requires that you take their current depth, and makes you vulnerable to their responses. If they come forward to the Pit's edge, you may target them accordingly.
Party Buffs
Air Walk, Communal
Protection from Evil, Communal

Solrisa Iome Arabasti |

In theory, the Death Ward would prevent the negative levels, but Sol has some saves to roll.
1d20 + 17 ⇒ (7) + 17 = 24 Fort - Fatigued
1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22 Will
Solrisa wilts a bit with the sleepy energy.
Full post to come, but waiting to see where others go first.

Eidi |

"It seems we will have to shot at them through the holes" Eidi points out while standing in the middle of the air "Fortunately the gods are with you Solrisa"
Blessing of the faithful to Solrisa, providing +2 sacred bonus on attack rolls, skill checks, ability checks, or saving throws or to AC until next turn

Mortimer Smith |

Round 1, Init 20-
WillDC20: 1d20 + 11 + 2 + 1 ⇒ (4) + 11 + 2 + 1 = 18 PfE, Feast
Move to take Boar Shred.
Ugh. So much for that. My least favorite style.
Mortimer closes with blue.
Double move.
Hits: 104
Damage: 2d8 (Monk’s robe)
AC: 33 (buckler,Magic Vestment, Barkskin)
Slots:
Martial Flexibility: 6 / 9
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
Lighning Sword Fly: 3/3
Saves:
Fort+13 (+Feast) (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+16 (Feast)
Will +12 (+Feast) +2 vs sleep, paralysis and stun
Magic Vestment +3
Barkskin +4
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))
Protection from Evil, communal (everyone)
Boar Style, Boar Ferocity, Boar Shred
--------------------------------------------------------------------
(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)
AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch; 88/88 HP
BAB = +13/+8/+3 (level 10)
ToHit = 1d20+18+1+1 (Weapon Focus, Amulet)
RHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d20+15-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d20+10-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+16
Fort+12 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+15
Will +7 (Cloak +3)
Max Flexlo Slots 9
Initiative +4
CMB = 18
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (13 + 5 + 10 + 4 + 2 + 2 + 1 == 37)
CMD (Grapple) = 37 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 43)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (37+2 == 39)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (37+1 == 38)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT

Ascaria |

Round: 1, Initiative: 17
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (1/20m), Brightest Light (1/13h), Protection from Evil Communal (2/20r)
Life Link (13)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/10)(8/8) (DC: 25)(Avoid 8, 35’r, 1/1 swift) (7d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3) (Roll concentration twice and take the best result)
Physician’s Spectacles (1/1) (Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3) (swift +10’ movement)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 13, Concentration +22)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (6/8) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (6/7) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (21): (6/7) Air Walk Communal, Breath of Life, Cleanse, Burst of Glory, Cure Light Wounds Mass
Sixth (22): (4/5) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
* Caster Level +2
Ascaria walks down up to 40’ (double move) to be closer to the action. He wants to end just before the lip - so he should be a 5’ step from entering the tunnel level, but can’t currently be seen or attacked by the worms. Not sure exactly what height that is, but that’s where he’s going.
Group effects
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))(everyone)
Protection from Evil, communal (everyone)
Air Walk Communal (everyone)

Solrisa Iome Arabasti |

Round 2, Init 24
Seeing Mort go one way, Solrisa goes the other, calling on the Dragon for aid as she tiredly moves toward the bad wurm.
Draong Invoked. BoF to AC.
She lunges out tiredly to strike at the wurm.
Power attack. One hand.
1d20 + 21 - 4 - 4 + 3 - 1 + 4 ⇒ (14) + 21 - 4 - 4 + 3 - 1 + 4 = 33 to hit; (-PA,-pit,+DF,-fat)
1d10 + 7 + 8 + 1d6 + 3 - 1 + 17 ⇒ (10) + 7 + 8 + (5) + 3 - 1 + 17 = 49 magic w/electrical damage +17 more if undead or outsider or dragon.
AC= 37 [33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]+4 smite+ 2 BoF-2 lunge]
HP=108/108
Right hand = long sword
Left hand = shiny shield
LoH 0/10 used (6d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (32/50 left) 3/6/2018
The Dragon Invoked 1/6 used (+4 to hit/AC,+17 damage)
Breath of the Dragon 0/3 used (+3 weapon, holy&+1)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
1d10 + 7 + 8 + 1d6 ⇒ (6) + 7 + 8 + (3) = 24 magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
1d10 + 9 + 12 + 1d6 ⇒ (2) + 9 + 12 + (6) = 29 magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic damage.
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+12[/dice] magic damage.

Eri Nandri |

Round 2 Init 21 AC: 19
Eri watches everyone move around, scratches his beard and ponders. He’ll move 5 feet south and begin a full round casting.
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +13
Defensive casting concentration check = +21 (@11th, with headband)
Spell Penetration= +15 (@11th) [feats: spell pen and greater spell pen]
Dispel magic level check= +13 (@11th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:16(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:17 (7/7 per day 4/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:18 (7/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:19 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:20 (6/7 per day) (Detect Scrying, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:21 (4/4 per day) (Parchment Swarm, Sonic Thrust)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+15 or +13/+13 (fight+1, sorc +3, ER +5, WF +1 dex +3 bow +2 )
PB: +16 or +14/+14 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

GM Rat Sass |

Mortimer adapts on the move, becoming evermore boarish. Ascaria descends just enough to remain unseen. Eidi reinforces the maiden's preparations, moments before she engages. Solrisa begins the bloody work of seeing the bloatworms' blight obliterated, though her blade doesn't carry the fullest weight of the Dragon's Teeth.
I enjoyed rolling the Negative Levels, nonetheless, Solrisa.
Eri decides to remain where he stands in air, and begins a lengthier casting.
The bloatworms certainly don't take your intrusion lying down. Green comes to the Pit's edge when both giant and maiden disappear.
Green looks at you, and you feel an unease you haven't felt before.
Will Save DC 20, please.
With the gnome in range, Green strikes out at him with another black ray.
Ranged Touch Attack, A: 1d20 + 9 ⇒ (8) + 9 = 17 for 1d4 ⇒ 2 negative levels
Meanwhile, Red and Blue contend with their personal problems.
The creatures continue to stare you down.
Another Will Save DC 20, please.
Both bloatworms retreat Blue provokes AoO from Mort, before casting further spells. Mortimer and Solrisa, Will Save DC 18, or be struck Blind
Round 2
Mortimer- 20-
Ascaria- 17 (2 negative levels)
Eidi- 13
...
Round 3
Solrisa- 24 (Fatigued)
Eri- 21
Bloatworms- 20 (-49hpR)
The party is up! Given the map's planar format, we'll pay attention to heights if it becomes an issue. For the current confrontation, the worms are receded from the Pit's shaft, so acting against them requires that you take their current depth, and makes you vulnerable to their responses. If they come forward to the Pit's edge, you may target them accordingly.
Current Depths
20' --- Eri, Eidi
55' --- Ascaria
60' --- Mortimer, Solrisa
Party Buffs
Air Walk, Communal
Protection from Evil, Communal

Ascaria |

Round: 2, Initiative: 17
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (1/20m), Brightest Light (1/13h), Protection from Evil Communal (3/20r), Negative Levels: 2, Prayer (1/13r)
Life Link (13)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (10/10)(8/8) (DC: 25)(Avoid 8, 35’r, 1/1 swift) (7d6+1+2d6 phylactery)
Amiable Blunder (1/1) (if Diplomacy failed by >5, re-roll to avoid worsening attitude)
Vest of Surgery (1/1) (Heal DC 20 to heal 1d4 ability damage)
Spellguard Bracers (3/3) (Roll concentration twice and take the best result)
Physician’s Spectacles (1/1) (Delay Poison)(Constant: Detect Poison, Diagnose Disease)
Expeditious (2/3) (swift +10’ movement)
Melee Attack: BAB +9/+4, Size +1 Damage: +0
Ranged Attack: BAB +9/+4, Dex +1, Size +1 Damage: +0
Spells (Caster Level 13, Concentration +22)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Enhance Water, Liberating Command, Remove Fear
Second (18): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (5/8) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (6/7) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (21): (6/7) Air Walk Communal, Breath of Life, Cleanse, Burst of Glory, Cure Light Wounds Mass
Sixth (22): (4/5) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
* Caster Level +2
Will: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10 (hate, protection from evil, feast) vs DC 20
(immune disease, +4 vs fear or poison, +2 vs language-dependent spells or those that create glyphs, symbols, or other magical writings)(It'd be nice to know what sort of thing we're saving against as these lists are getting fairly long at our levels.)
Ascaria takes the two negative levels and shrugs, figuring he’s a good target for those for a bit… but not for long. He wonders for a moment how they knew he wasn’t protected after failing with that ability on the others. Perhaps just luck.
He steps down 5’ so he can see everyone and casts Prayer (+1 attacks, damage, saves, & skills (luck)), effecting every ally and enemy he can see (40’ range).
SR?: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15 (drain)
Group effects
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))(everyone)
Prayer (+1 attacks, damage, saves, & skills (luck))(everyone)
Protection from Evil, communal (everyone)

Eidi |

Eidi growls disappointed and with growing frustration "This is just a waste of time and energies... They have all kinds of ill powers and when we approach them they just run away into their tunnels" he shouts rather than saying so everyone can hear him "Let's just fly down the pit and discover what lays ahead. If we have to retreat in bad condition we can just teleport back without passing through this area again"
Nevertheless he requests a blessing to give Ascaria protection, using blessing of the faithful.
+2 sacred bonus to mainly all 1d20 rolls and weapon damage
Then walks down as fast as he can, descending 15' this round, setting himself against the wall in order to avoid the worm rays.
35' down

Mortimer Smith |

Round 2, Init 20-
WillDC18: 1d20 + 14 ⇒ (7) + 14 = 21 +PfE, +Feast
Mortimer blinks. Did something just happen?
WillDC20: 1d20 + 14 ⇒ (15) + 14 = 29 +PfE, +Feast
Huh?! Oh I think two can play at that game!
What's a guy gotta do around here for some beer, licorice and a bubble bath? Aw, I still have the elderflower going, so I can't complain.
AoO(Slashing, free): 1d20 + 20 - 4 + 1 ⇒ (19) + 20 - 4 + 1 = 36 -HATE, +Feast
for Damage: 2d8 + 10 + 1d6 + 1d6 ⇒ (7, 6) + 10 + (1) + (1) = 25 +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron
Pot. Crit?: 1d20 + 20 - 4 + 1 ⇒ (9) + 20 - 4 + 1 = 26 -HATE, +Feast
for Damage: 2d8 + 10 ⇒ (2, 8) + 10 = 20 +Dragon, Good, Magic, Silver and Cold Iron
Mortimer sallies up to the BlueWorm and attacks again.
(Slashing, free): 1d20 + 20 - 4 + 1 ⇒ (20) + 20 - 4 + 1 = 37 -HATE, +Feast
for Damage: 2d8 + 10 + 1d6 + 1d6 ⇒ (5, 8) + 10 + (1) + (1) = 25 +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron
Pot. Crit?: 1d20 + 20 - 4 + 1 ⇒ (12) + 20 - 4 + 1 = 29 -HATE, +Feast
for Damage: 2d8 + 10 ⇒ (5, 6) + 10 = 21 +Dragon, Good, Magic, Silver and Cold Iron
If hit twice, that's an additional Damage: 2d6 ⇒ (1, 3) = 4 as well as Bleed Damage: 1d6 ⇒ 1 once per round on Blue's turn, plus Intimidate: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29 (free, DC 10 + the target's Hit Dice + the target's Wisdom modifier). If that succeeds, BlueWorm becomes shaken for 1 round +1 round for every 5 by which the DC is beat.
Oh, I almost forgot. If "shake-able" and "crit-able", BlueWorm is shaken for Shaken: 1d4 + 5 ⇒ (4) + 5 = 9 rounds anyway. Dragon Ferocity.
Hits: 104
Damage: 2d8 (Monk’s robe)
AC: 33 (buckler,Magic Vestment, Barkskin)
Slots:
Martial Flexibility: 6 / 9
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
Lighning Sword Fly: 3/3
Saves:
Fort+13 (+Feast) (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+16 (Feast)
Will +12 (+Feast) +2 vs sleep, paralysis and stun
[i]Magic Vestment +3
Barkskin +4
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))
Protection from Evil, communal (everyone)
Boar Style, Boar Ferocity, Boar Shred
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(Innate: Weapon Focus (Unarmed Strike), Dodge, Mobility, Improved Grapple, Power Attack, Combat Reflexes, Combat Expertise, Additional Traits (Bruising Intellect, Spirit Sense), Stunning Fist, Improved Critical, Dragon Style, Dragon Ferocity)
AC 25(26, Buckler), 30(31, Buckler) on AoO, 19 (+4 Mobility) Touch; 95 HP
BAB = +13/+8/+3 (level 10)
ToHit = 1d20+18+1+1 (Weapon Focus, Amulet)
RHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+20-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d20+15-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d20+10-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+16
Fort+12 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+15
Will +7 (Cloak +3)
Max Flexlo Slots 9
Initiative +4
CMB = 18
CMD = (BAB + STR + 10 + DEX + AC CLASS FEATURE + Ring o' Protection + Dodge) => (13 + 5 + 10 + 4 + 2 + 2 + 1 == 37)
CMD (Grapple) = 37 + (Maneuver Training Grapple + Armbands + Improved Grapple) => (37+3+1+2 == 43)
CMD (Grapple) = 37 + (Maneuver Training Disarm) => (37+2 == 39)
CMD (Grapple) = 37 + (Maneuver Training Overrun) => (37+1 == 38)
+1 Grapple (Armbands), +3 Grapple MT, +2 Improved Grapple (+6 total)
+2 Disarm MT
+1 Overrun MT

Eri Nandri |

Round 3 Init 21 AC: 19
Get back, squishy!
Eri casts Battering Blast on Green using Empower spell.
damage: 7d6 ⇒ (5, 5, 2, 1, 5, 4, 1) = 23 [url=http://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic-final/]Empower Spell [url]
ranged touch attack: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 feast bonus to hit.
damage: 7d6 ⇒ (2, 5, 1, 6, 4, 6, 5) = 29 [url=http://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic-final/]Empower Spell [url]
Bull rush attempt 1/2: 1d20 + 27 ⇒ (7) + 27 = 34
Bull rush attempt 2/2: 1d20 + 27 ⇒ (17) + 27 = 44
Reflex DC to stay upright: 19
If multiple spheres strike one target, you may make multiple CMB checks but only take the highest result to determine success (get pushed 5 ft and maybe fall.)
CMB: 27 (caster level +11, Cha +6, +10 for second Ball. Take the better of the 2 rolls)
Reflex DC to stay upright: 19
Eri’s casting reveals an air elemental hovering at the mouth of the tunnel. It will follow the worm in and attack if Eri’s blast moves the worm back.
Quote from the Battering Blast spell description, “A creature struck by any of these is subject to a bull rush attempt. “
air elemental slam attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 3 ⇒ (3) + 3 = 6
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +13
Defensive casting concentration check = +21 (@11th, with headband)
Spell Penetration= +15 (@11th) [feats: spell pen and greater spell pen]
Dispel magic level check= +13 (@11th)
The spells/day listed will include the casting (if any) that I made this round
b]Orisons[/b] DC:16(Acid Splash, Create Water, Detect Magic, Disrupt Undead, Mage Hand, Spark, Message, Prestidigitation, Read Magic)
First Level: DC:17 (7/7 per day 4/4 stones) (Detect Secret Doors, Feather Fall, Grease. Gravity Bow, Mage Armor, Magic Missile, shocking grasp)
Second Level: DC:18 (7/7 per day) (Acid Arrow,Admonishing Ray, Knock, Scorching Ray, Glitterdust)
Third Level: DC:19 (6/6 per day) (Battering Blast, Dispel Magic, Fireball, Mad Monkeys, Lightning Bolt)
Fourth Level: DC:20 (5/7 per day) (Detect Scrying, Rigor Mortis, Summon Monster IV)
Fifth Level: DC:21 (3/4 per day) (Parchment Swarm, Sonic Thrust)
Thunder staff charges: 7/7 (extra d6 dam, 3 rnds ea.)
Shock rounds /4
Quick Runner’s Shirt Charge 1/1
Weapon equipped = +2, Veering Composite Long Bow
+15 or +13/+13 (fight+1, sorc +3, ER +5, WF +1 dex +3 bow +2 )
PB: +16 or +14/+14 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Solrisa Iome Arabasti |

Round 3, Init 24
She moves again to strike at the wurm.
Power attack. One hand.
1d20 + 21 - 4 - 4 + 3 - 1 + 4 ⇒ (2) + 21 - 4 - 4 + 3 - 1 + 4 = 21 to hit; (-PA,-pit,+DF,-fat)
1d10 + 7 + 8 + 1d6 + 3 - 1 + 17 ⇒ (9) + 7 + 8 + (4) + 3 - 1 + 17 = 47 magic w/electrical damage
Edit: Will save: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 Will
AC= 39 [33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]+smite+BoF]
HP=108/108
Right hand = long sword
Left hand = shiny shield
LoH 0/10 used (6d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (32/50 left) 3/6/2018
The Dragon Invoked 1/6 used (+4 to hit/AC,+17 damage)
Breath of the Dragon 0/3 used (+3 weapon, holy&+1)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
1d10 + 7 + 8 + 1d6 ⇒ (10) + 7 + 8 + (5) = 30 magic w/electrical damage
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
[ dice]1d20+21-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+21-4[/dice] to hit; (-PA)
1d10 + 9 + 12 + 1d6 ⇒ (10) + 9 + 12 + (6) = 37 magic w/electrical damage
[ dice]1d20+16-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic damage.
[ dice]1d20+11-4[/dice] to hit; (-PA)
[ dice]1d10+9+12[/dice] magic damage.