
GM Rat Sass |

Mortimer punishes Blue in the purest physical sense of the word, leaving the poor worm shaking in its slime trail.
Ascaria is punished at the same time, black rays raking his powerful life essence, while the bloatworm's gaze produces another condition, altogether. The poor gnome fails to do much of anything this round, unfortunately.
Ascaria, you are afflicted with Overwhelming Grief. You are free to make another Will Save DC 20 at the beginning of your next round.
Eidi protects Ascaria, as the half-elf makes plans to descend the full depths of the Pit, heedless of the threat of the worms. Solrisa closes the distance to the bloatworm, striking it again mightily.
Next time you edit, make sure your Will Save is given the first roll. In this case, you would have been impaired into no action, like Ascaria.
Eri batters the bloatworm back into its cave opening with two spiky spheres, before a medium air elemental appears in front of the opening, and chases the worm into the interior.
The bloatworms do their best to hinder their attackers, slipping backwards 5' and disappearing from sight.
Green slithers back from the air elemental, and tries to scorch it from the sky.
Ranged Touch Attack, Ellie: 1d20 + 9 ⇒ (3) + 9 = 12 for 4d6 ⇒ (6, 1, 3, 6) = 16 damage
Ranged Touch Attack, Ellie: 1d20 + 9 ⇒ (11) + 9 = 20 for 4d6 ⇒ (2, 5, 1, 1) = 9 damage
Round 3
Mortimer- 20-
Ascaria- 17 (2 negative levels, Aggrieved, Will Save DC 20 negates)
Eidi- 13
...
Round 4
Solrisa- 24 (Fatigued)
Eri/Ellie- 21 (-9hp)
Bloatworms- 20 (-49hpR, -101hp/ShakenB, -52hpG)
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 |
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GM Rat Sass, the Protection from Evil (ink) spell has the line, "Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person." and, later in the same paragraph, "While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target."
As the Overwhelming Grief is in fact an enchantment [compulsion], I think I am immune to the effect, as is the rest of the party currently. So I think my prayer went through, and I have my action for this round unencumbered by the spells effects. This all assumes our foes are currently evil of course...
Let me know your ruling before I post in case you read it differently, or we're not facing evil creatures.
Also, you say, "The bloatworms do their best to hinder their attackers, slipping backwards 5' and disappearing from sight."
Did they cast a spell? If so, there should be the option for a spellcraft to see what they've done (invisibility, dimension door, etc.) Just in case...
Spellcraft: 1d20 + 17 - 3 ⇒ (8) + 17 - 3 = 22 (prayer, hate)
Lastly, you say, "Green slithers back from the air elemental, and tries to scorch it from the sky." I assume he cast a Scorching Ray, but want to confirm as I don't know what we're facing, or their abilities/spells/etc.
Spellcraft: 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34 (prayer, hate)
Thanks!

Eidi |

Eidi keeps descending as fast as he can, lunging his hand to reach Ascaria and touching the gnome with honor bound "Ascaria, we need you focused. It is not the moment for old grieves! The Outcasts need you!"
Basically repeat a saving roll vs an enchantment

Solrisa Iome Arabasti |

Solrisa also has a surprising amount of Spellcraft (+16) and could conceivably react differently if a spell was being cast. Waiting to see answers to Ascaria's queries.

GM Rat Sass |

Protection from Evil for the win. No need to worry about the Gaze attacks of the Worm Nagas, courtesy of Ascaria. The worms cast both Invisibility and Scorching Ray, as well as Enervation earlier. Eidi, you can redo your actions for the round, as your 'honor bound' is unnecessary.

Mortimer Smith |

Round 3, Init 20-
Even as the Evil Worm vanishes before his eyes, Mortimer feels a sense of calm he doesn't remember feeling recently.
What is that, I'm really tasting now, that I suddenly appreciate?! It is similar to barbeque sauce... Hrm... Yum!
"AH! Neff!" He shouts into the seemingly empty space before him.
He steps forward, and tries to hit the miserable invisible creature.
(Slashing): 1d20 + 16 ⇒ (5) + 16 = 21 -Hate, +Feast, +Prayer
for Damage: 2d8 + 10 + 1d6 + 1d6 + 1 ⇒ (2, 7) + 10 + (3) + (1) + 1 = 24 Monk’s Robe, +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron, +Prayer
MissChance: 1d100 ⇒ 46 High Hits
(Slashing): 1d20 + 16 ⇒ (3) + 16 = 19 -Hate, +Feast, +Prayer
for Damage: 2d8 + 10 + 1d6 + 1d6 + 1 ⇒ (8, 3) + 10 + (6) + (5) + 1 = 33 Monk’s Robe, +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron, +Prayer
MissChance: 1d100 ⇒ 26 High Hits
(Slashing): 1d20 + 11 ⇒ (20) + 11 = 31 -Hate, +Feast, +Prayer
for Damage: 2d8 + 8 + 1d6 + 1d6 + 1 ⇒ (7, 8) + 8 + (3) + (2) + 1 = 29 Monk’s Robe, +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron, +Prayer
MissChance: 1d100 ⇒ 72 High Hits
Pot. Crit: 1d20 + 11 ⇒ (1) + 11 = 12 -Hate, +Feast, +Prayer
for Damage: 2d8 + 5 + 1 ⇒ (4, 2) + 5 + 1 = 12 Monk’s Robe, Good, Magic, Silver and Cold Iron, +Prayer
Figures...
(Slashing): 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 -Hate, +Feast, +Prayer
for Damage: 2d8 + 5 + 1d6 + 1d6 + 1 ⇒ (7, 3) + 5 + (4) + (4) + 1 = 24 Monk’s Robe, +Cold, +Acid, Good, Magic, Silver and Cold Iron, +Prayer
MissChance: 1d100 ⇒ 20 High Hits
Blue takes 1 hit of additional bleed damage.
"Help! I can't see it!" Mortimer bellows from out of his worm tunnel.

Ascaria |

Round: 3, 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 (4/20r), Negative Levels: 2, Prayer (2/13r), Blessings of the Faithful (1/1r)
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): (5/7) 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 will take +2 to AC for his Blessings of the Faithful bonus.
He’ll cast Terrible Remorse (DC 20) on the only worm he can see - green before stepping slightly closer to Mort to stay in the middle of things.
SR?: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13 (neg lvl)
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)

Solrisa Iome Arabasti |

Round 4, Init 24
Solrisa lunges to strike out at where she thinks the wurm might be.
Power attack. One hand.
1d20 + 21 - 4 - 4 + 3 - 1 + 4 ⇒ (4) + 21 - 4 - 4 + 3 - 1 + 4 = 23 to hit; (-PA,-pit,+DF,-fat)
1d10 + 7 + 8 + 1d6 + 3 - 1 + 17 ⇒ (6) + 7 + 8 + (3) + 3 - 1 + 17 = 43 magic w/electrical damage
1d100 ⇒ 5 miss, high is good
Power attack. One hand. BoF.
1d20 + 21 - 4 - 4 + 3 - 1 + 4 ⇒ (19) + 21 - 4 - 4 + 3 - 1 + 4 = 38 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
1d100 ⇒ 13 miss, high is good
Power attack. One hand.
1d20 + 16 - 4 - 4 + 3 - 1 + 4 ⇒ (20) + 16 - 4 - 4 + 3 - 1 + 4 = 34 to hit; (-PA,-pit,+DF,-fat)
1d10 + 7 + 8 + 1d6 + 3 - 1 + 17 ⇒ (3) + 7 + 8 + (5) + 3 - 1 + 17 = 42 magic w/electrical damage
1d100 ⇒ 13 miss, high is good
Power attack. One hand.
1d20 + 11 - 4 - 4 + 3 - 1 + 4 ⇒ (4) + 11 - 4 - 4 + 3 - 1 + 4 = 13 to hit; (-PA,-pit,+DF,-fat)
1d10 + 7 + 8 + 1d6 + 3 - 1 + 17 ⇒ (8) + 7 + 8 + (1) + 3 - 1 + 17 = 43 magic w/electrical damage
1d100 ⇒ 51 miss, high is good
AC= 37 [33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]+smite+2 Champ armor-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 ⇒ (2) + 7 + 8 + (2) = 19 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 ⇒ (7) + 9 + 12 + (6) = 34 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 |

Oh, crap, yeh, the elemental. Two more days until the end of teaching this year.
The Air around green gathers menacing air and strikes out at the overlarge haplotaxid.
air elemental slam attack: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d6 + 3 ⇒ (2) + 3 = 5
crit check?
air elemental slam attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 1d6 + 3 ⇒ (2) + 3 = 5

GM Rat Sass |

Mortimer continues engaging with his worm, though the creature's new cloaking in invisibility makes the feat difficult. Ascaria tries to return the thought of afflicting Green with Remorse.
Will Save v DC 20: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
Eidi sends an acid arrow at Green, coating its already vile mucus with his own burn. Solrisa continues engaging with her worm, though the creature's new cloaking in invisibility makes the feat impossible. Eri joins the Pit crew, while his elemental harries Green, deeper within the cave tunnel.
Red and Blue can be heard retreating deeper within their tunnels, though the rocky terrain slows their speed. 40' away from current positions. The tunnels are relatively small, so their new positions are relatively easy to keep track.
Green fends off the air elemental with more scorching fire.
Ranged Touch Attack, Ellie: 1d20 + 9 ⇒ (17) + 9 = 26 for 4d6 ⇒ (5, 2, 3, 2) = 12 fire damage
Ranged Touch Attack, Ellie: 1d20 + 9 ⇒ (5) + 9 = 14 for 4d6 ⇒ (6, 3, 4, 5) = 18 fire damage
Round 4
Mortimer- 20-
Ascaria- 17 (2 negative levels)
Eidi- 13
...
Round 5
Solrisa- 24 (Fatigued)
Eri/Ellie- 21 (-21hp)
Bloatworms- 20 (-49hpR(Inviso), -101hp/ShakenB(Inviso), -64hpG)
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
50' --- Eidi
55' --- Eri
60' --- Mortimer, Solrisa, Ascaria
Party Buffs
Air Walk, Communal
Protection from Evil, Communal
Prayer

Ascaria |

Round: 4, 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 (5/20r), Negative Levels: 2, Prayer (3/13r)
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): (5/8) 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): (5/7) 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, unsure what to do, decides to help the air elemental last a bit longer. He rushes forward, using the expeditious ability of his armor (swift) to move a little further then his legs could otherwise carry him. Not wanting to be too close, he lunges his spell (free) by penalizing his AC.
He’ll cast a Cure Moderate Wounds on the elemental.
Cure Moderate Wounds: 2d8 + 11 ⇒ (5, 7) + 11 = 23
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)

Mortimer Smith |

Round 4, Init 20-
"I insist this is just going to wear us down to no avail. We should better proceed to investigate the pit deeps"
Huh? Mortimer pauses his barrage on his invisible target for just a second in order to process Eidi's suggestion. Magic isnt't endless like punches?!
"Hrm, ya -- just a second -- I got something going on in here!"
He turns back to his invisible opponent. Huh? Where'd it go? Unable to find it near him, and unwilling to go further into the tunnel he returns to the center of the pit to join the others.
He heads for Solrisa's tunnel only to bump into her on the way in.
"What, did yours slither away in terror too? Maybe we'll run into them again on the way down," he grumbles looking downcast.
I really hate being unable to finish what I started.
"What's going on in there?" He asks, pointing to green's tunnel.
Going on what people have posted rather than what's shown on the map.

Eidi |

When Mortimer and Solrisa return Eidi cannot but feel relieved the couple is all good "They are trying to split us. If they run away just let them do. If they appear again, let's try to focus on finishing one at a time"
The half-elf then walks down the pit through the air, descending a total 30'.
Meanwhile his acid arrow keeps dealing damage to one of the worms.
Acid arrow 2/5: 2d4 ⇒ (2, 3) = 5

GM Rat Sass |
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The Pit descends, deeper and deeper. Heeding the half-elf's cautions, the Outcasts continue their descent.
Below 60 feet, you no longer feel the Pit's Hateful Aura.
100 feet...
You catch sight of a small cabal of bloatworms, receded in the darkness of deeper cave openings, but they do not advance, only watch as you pass them by on your descent.
200 feet...
Yet more bloatworms, never more than three at a time...
400 feet...
For your descent, you gather your bloatworm census, and mark the Pit's cylindrical-conical contents to house no less than twelve bloatworms.
The vapors clear rapidly, forcing those of you in the party limited in extent of sight to depend on those more able to push through the darkness which envelops you.
Eventually, you see the bottom of the Pit- a 10' diameter hole which falls another 20' to the floor below.
At first, the floor itself seems writhe and twist in on itself, but a longer look reveals it to be covered with thousands and thousands of Kyuss worms of all sizes.
Roll20 Map has been updated.
Also, please Level Up to 14.

Mortimer Smith |

"Hrrmmm..." Mortimer growls looking at the worms in consternation. "What's directly above this pit in the upper levels of the Ziggurat, I wonder? "
Are there upper levels of this Ziggurat, or do we know it's all solid stone up there?
When the party is ready, he counts on his fingers then idly asks "Does anyone know why these bloatworms always occur in multiples of three? Is three a magic number? " He looks at the Theurge and Sorcerer quizzically.

Ascaria |

Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (6/20m), 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): (6/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (19): (4/8) Cure Serious Wounds, Daylight, Dispel Magic, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (4/7) 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
As the worms flee, Ascaria takes care of his negative levels by casting Restoration - with the required diamond dust. He's glad he brought lots...
Once they reach the 'bottom', and Mort wonders about hidden passages above, he suggests, "Seems like solid stone, but I know a trick. It's a little painful, but not too bad. Eidi, do you still have Dimension Door memorized? You could bring us to the center of the ziggurat. If it's solid, it'll dump us into the nearest open chamber. So if there's a hidden chamber above us, we'd find it or get bounced outside the structure trying."
Ascaria grins widely, "Of course getting out might be tricky if there is a hidden chamber, so we shouldn't do it unless Eidi has two Dimension Door spells memorized. Do you think that would work Eidi?" He looks to the wise elf for confirmation.
When the party is ready, he counts on his fingers then idly asks "Does anyone know why these bloatworms always occur in multiples of three? Is three a magic number? " He looks at the Theurge and Sorcerer quizzically.
Knowledge, arcana: 1d20 + 5 ⇒ (5) + 5 = 10
Unsure of the answer himself, Ascaria says nothing about the triplets.
I added 5 minutes to spell durations for the descent - reasonable?

Eidi |
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Eidi nods "Indeed, I can dimension door us, and then teleport us back to Diamond Lake if you wish. It holds true about how it would work. Still... there are risks that we end up in an ill situation... like a lava pool, or a negative energy black hole... I think we should better not risk it and keep up with more mundane methods. The teleport will be useful for us to just avoid the worms when going back out of the pit"
Which brings the half-elf to Morimer's question "My assessment of the number three is it links the control minds of the worm impulses, maintaining an equilibrium between the negative push of overcrowdment and positive gather of communal protection, rendering the species to a fine placement within the rules of nature. What I mean is they probably herd in numbers of three, for protection and reproduction issues"
Once at the bottom of the pit, Eidi picks up a small piece of rock taken from the pit itself and casting light on it, he throws it to the ground to examine if the worms there are still alive or dead "I wonder were they get the food to maintain themselves alive. Are all the corridors here full of worms as well?" the Theurge steps in the air, maintaining distance with the ground, to examine the southern passage.
Perception+HR: 1d20 + 18 + 2 ⇒ (19) + 18 + 2 = 39

Mortimer Smith |

Mortimer stands slack jawed as Eidi more than just intimates that bloatworms have gender and procrate. Don't think about that, think about something else. Strawberry shortcake. Peach cobbler. Sea bream... He noisily clears his throat.
"I wonder were they get the food to maintain themselves alive."
Mortimer follows the wise Half Elf closely in inspecting the southern passage. He looks down at the worm writhing floor below them.
"Maybe they eat each other," he says, drawing his shortsword.

Solrisa Iome Arabasti |
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Solrisa smiles as she descends, enjoying the dive greatly.
"Do you think it's worms all the way down!? Maybe this goes all the way to the other side of the world!!? That would be neat!" Solrisa air trods happily, pacing side to side as she descends at the maximum angle of safety.
At the mention of food, Solrisa has a hunger for ham. She loves ham.
"Eidi, do you have any cookies?" Solrisa asks with a smile, immediately hungry. "I could use a cookie."
May not get Sol updated until tomorrow night. Busy day upon return.

Eri Nandri |

Eri looks down at the writhing mass.
"We need a lot of oil to make that burn properly. I wonder how many days of summoning fire elementals it would take to make that go away. I wonder if it would take a dedicated big one to get the job done."
knowledge dungeoneering (?) for a rough estimate of the possibility.: 1d20 ⇒ 9
dungeoneering +11, arcana +18

Mortimer Smith |

"Do you think it's worms all the way down!? Maybe this goes all the way to the other side of the world!!? That would be neat!"
Mortimer looks down at the worms again and shudders unconsciously stepping close enough to Eidi to get into the Elder Elf's space. Ugh. Soooo glad I didn't fall into this, though I'd like to think I'd have taken a lot of them out. He immediately becomes aware of his awkward proximity to the Theurge and pulls on his forelock. He grins at Eidi, partly sheepishly and partly gratefully, then steps away letting the elder reclaim his own space. "Thanks," he mutters.
"Eidi, do you have any cookies?"
Mortimer looks at Sol agape. "Eidi's crumbs are too good to dust these vile creatures with! What they deserve is a purging fire -- a pyroclastic spatter from the very depths of the planet they deface and disgrace!" Somewhat abashed at his own outburst, his eyes dart from one party member to the other, hoping for a change of subject.
"We need a lot of oil to make that burn properly. I wonder how many days of summoning fire elementals it would take to make that go away. I wonder if it would take a dedicated big one to get the job done."
Mortimer frowns, this not exactly being the change of subject he was after. He shakes his head and mutters "A volcano... diverted lava flow..."

Ascaria |

Ascaria smiles, glad they do not have to walk on, or in, the worms at their feet. "We need a gate to the elemental plane of fire. That's what we need." He chuckles.
He moves around behind Mort and Sol and makes ready to follow them down the hallway.
Group effects
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))(everyone)

Eidi |

"Cookies?" Eidi is surprised by Mortimer's push. He attempts to regain balance and steps back to the side letting the man take the position, while looking undecided on whether he should offer some cookies or call some cleansing fire "I guess we could cook them up. What's there, do you see something?" the half-elf brings forth his staff with a light spell on the tip.

Solrisa Iome Arabasti |

"Cookies?" Solrisa asks again, looking for treaty sustenance. She doesn't have a good solution to the wurms, but thinks she has a solution to her need for treats...and that's solution's name is Eidi.
"Do...you...have...any?" Solrisa asks hopefully. She has a big hopeful smile on her face.

GM Rat Sass |

Are there upper levels of this Ziggurat, or do we know it's all solid stone up there?
The ceiling of the main Pit Chamber was certainly not as high as the Ziggurat as seen from the outside, but it also tapered to its observation room at the top.
From your observation of the large floor below your feet, you can assess no less than 10 wormswarms, though its number changes as they pulse together and apart.
From you previous attacks on the wormswarm in the main Pit Chamber, fire would eventually wear down the hordes here, it's simply a matter of time and logistics, as the swarms would certainly not sit idly by while being immolated.
From your altitude in the central chamber, you gain the observation that there are roughly a dozen wormswarms here, all able to stand at a height of 10'. Occasionally, you observe a wormswarm use a wall to attempt to extend upwards, but it doesn't last very long. Still...
The light from Solrisa's shield, the light from Eidi's staff, and the brightest light on Ascaria's pin gives you enough of a radius to begin penetrating the darkness.
To the east, you make out a 10'-wide hallway that ends in a set of stone double doors, themselves 10' tall. The ceiling remains steady at 20'.
To the west, a larger chamber awaits, short, stone steps descend to a floor beyond.
To the south, your current focus, yet another horror awaits...
This immense cavern is filled with a sea of writhing green and the nauseating susurrus of millions of slimy bodies slithering over each other. There is no floor—the hallway falls away to the undulating surface of an immense lake of green worms. The rippling surface lies about five feet down from the floor of the passageway, while the ceiling rises to a vault nearly ninety feet above. Low islands of stone protrude here and there from the wormy expanse, and additional passageways extend out of the sea and back onto solid ground in the wall opposite and in the walls to the left and the right.
Across from you stand two Wormcallers. They both study you from afar, though they do not advance. You can tell that they, too, are floating above the ground, not standing upon it. Beneath you sit two wormswarms which have followed you from the first chamber.
I'll not presume, but both sides are aware of each other, and Combat may happen at the drop of a pin. The first sign of forward movement, and I'll roll for Initiative.
Roll20 Map has been updated.

Ascaria |

Ascaria looks in, and though he can’t see the Wormcallers (too far away for his poor eyesight), he does see the writhing pool beneath the group. ”Nest of Snakes that’s nasty. By Cayden I do not like this place. Entirely too much writhing.”
When the front line hesitates he asks, ”What do you see?”
Group effects
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))(everyone)

Eidi |

"There are two of those worm-lovers ahead" comments Eidi while he produces his pot of cookies takes one and offers Solrisa and then the others "I wonder why they do not attack... perhaps they will allow to explore the place and gather the knowledge of Kyuss without the night of cleansing it first?"
The half-elf casts see invisibility and heroism on himself, then tentatively moves towards the eastern corridor to have a look and discover whether the worm-lovers are interested in fighting the party.

Solrisa Iome Arabasti |

Solrisa's face lights up and takes a cookie, munching it happily as she goes to examine the wurms and what might be the best way to go forward. She follows, then passes Eidi as to looking to the east.
"I'll come with you, Eidi!" Solrisa munches as she walks.

Mortimer Smith |

To the west, a larger chamber awaits, short, stone steps descend to a floor beyond.
Mortimer -- though 20' up or so -- 'wades' through the writhing worms, looks in dismay at the walls of worms trying to impede the Party's progress -- manages to make his own way past them, then pauses at the stone steps descending to a floor beyond.
Wormcallers? What do they look like? Mort tries his best to rasp the description out to those who can not see.
"Is it me, or are the two worm swarms following us now under us?"
"I wonder why they do not attack... perhaps they will allow to explore the place and gather the knowledge of Kyuss without the night of cleansing it first?"
Mortimer declines the offer of cookie. "Sorry, I'm not having much of an appetite down here at all."
What I need right now is a drink. If we're to be down here at all, it's probably to see what's at the bottom this pit.
He pinches Solrisa by her Quick Runner's Shirt and quickly whispers to everyone, "Uh -- since we're here, don't you think we should be going down further? Maybe it's just some worm down there," he rasps, pointing to the stone steps leading further down, "throwing out all of these visions."

Eri Nandri |

”We need a gate to the elemental plane of fire. That's what we need." He chuckles.
Eri nods thoughtfully at Ascaria’s half-joke. ”Yeh…yeh. I think we would need a heck of a lot of fire and time. Would we be able to keep all the worms in place while we cooked them? Would we be overcome by the gasses?”
He pauses to look at the worms crawling up the walls and goes suddenly quiet. ”It would not be as simple as a barbecue, I think.
Wormcallers room
”What do you see?”
”There are two worm callers eyeing us from across the room. They are floating and are not attacking us, yet.“
"Uh -- since we're here, don't you think we should be going down further? Maybe it's just some worm down there,”
”Mort, I’d rather not leave leave folks behind us if we can avoid it. Let’s at least see what’s up in here, first.”

Solrisa Iome Arabasti |

"Uh -- since we're here, don't you think we should be going down further? Maybe it's just some worm down there," he rasps, pointing to the stone steps leading further down, "throwing out all of these visions."
Solrisa smiles at the pinchies, as her sis Rae used to pinch her all the time, especially when Mum wanted quiet and so Sol couldn't laugh or cry or anything in response.
"I have to protect Eidi. If he goes over there, I need to make sure he's safe. Just in case," Solrisa whispers back though she's not sure why she is whispering. Do worms even speak Common?
She *wants* to go down further, but needs to protect others first.

GM Rat Sass |

As Eidi casts his first spell See Invisibility, the Wormcallers are stirred from their placid observation of the chamber's new visitors.
Ascaria: 1d20 + 1 ⇒ (10) + 1 = 11
Eidi: 1d20 + 1 ⇒ (17) + 1 = 18
Eri: 1d20 + 2 ⇒ (1) + 2 = 3
Mortimer: 1d20 + 2 ⇒ (2) + 2 = 4
Solrisa: 1d20 + 4 ⇒ (7) + 4 = 11
Wormcallers: 1d20 + 9 ⇒ (7) + 9 = 16
Eidi brings his second spell to bear Heroism, just before the Wormcallers take initiative to rouse the chamber's other inhabitant. One of the Wormcallers steps to the edge of the Lake, and bellows black words.
"ลุกขึ้นเยี่ยม! มีการเสียสละใหม่เพื่อเรียกร้อง!!"
"Rise, Great One! There is fresh sacrifice to claim!!"
The summoner then thrusts a bony finger at Eidi, its fleshless throat uttering words of spell formation. A hissing, hurtling ribbon of pure blackness flies from its hand, stabbing into the half-elf.
Ranged Touch Attack, Ei: 1d20 + 11 ⇒ (19) + 11 = 30 for 5d8 ⇒ (4, 7, 8, 6, 5) = 30 negative energy damage
The second Wormcaller waits to see what your group does, in the face of what rises from the Lake.
And what a sight it is! A giant green worm breaks through the thin layer of Kyuss Worms floating upon the surface of the Lake. It has a vicious maw ringed with row upon row of needle-like teeth. The worm’s green bulk flattens on its underside, its color lightening and the rings of its musculature becoming tighter. It has no obvious sensory organs, yet reacts to sound and movement with surprising speed.
The monstrosity is an Overworm, Chaotic Evil Gargantuan Magical Beast. 1 question for every 5 above 25
Round 1
Eidi- 18 (-30hp)
Wormcallers- 16 (One in Delay)
Solrisa- 11
Ascaria- 11-
Mortimer- 4
Eri- 3
Solrisa, Ascaria, Mortimer, and Eri are up! Remember that there are two Wormswarms beneath you on the ledge. The Gargantuan Green Worm likely has Reach, for its size. Roll20 Map has been updated.

Solrisa Iome Arabasti |

Round 1, Init 11
Solrisa smiles as the big worm appears, calling upon The Dragon for aid in this challenge. Super smite! See spoiler...all of youse, especially you, Mort.
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
That's +4 to hit, +18 damage per hit and +4 to AC vs. the big worm.
Solrisa moves up to the wurm, her electric blade leading the way.
Power attack. One hand.
1d20 + 21 - 4 + 4 + 1 ⇒ (11) + 21 - 4 + 4 + 1 = 33 to hit; (-PA,+TheDragon,+feast)
1d10 + 7 + 8 + 18 + 1d6 ⇒ (8) + 7 + 8 + 18 + (6) = 47 magic w/electrical damage
AC= 39 [33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]+smite+2 Champ armor]
HP=117/117
Right hand = long sword
Left hand = shiny shield
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (30/50 left) 5/29/2018
The Dragon Invoked 2/6 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+22-4[/dice] to hit; (-PA)
1d10 + 7 + 8 + 1d6 ⇒ (8) + 7 + 8 + (6) = 29 magic w/electrical damage
[ dice]1d20+17-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+22-4[/dice] to hit; (-PA)
1d10 + 9 + 12 + 1d6 ⇒ (7) + 9 + 12 + (3) = 31 magic w/electrical damage
[ dice]1d20+17-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic damage.
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+12[/dice] magic damage.

Ascaria |

Round: 1, Initiative: 11-
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (6/20m), Brightest Light (1/13h)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol, Blessings of Fervor (1/14r), Smite (worm: +4 to hit, +18 damage per hit and +4 to AC)
Channel Energy (10/10)(8/8) (DC: 26)(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 +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 14, Concentration +23)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Endure Elements, 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, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (3/7) 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, Burst of Glory, Cleanse, Cure Light Wounds Mass
Sixth (22): (6/6) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (23): (4/4) Cure Serious Wounds Mass, Greater Restoration, Particulate Form
* Caster Level +2
Ascaria still can’t see the wormcallers, and doesn’t really know what they are from their title, but he does see the nasty creature rising up out of the goo. He casts Blessing of Fervor, effecting everyone in the party before stepping up a tiny bit (5’ step) and casting his smite upon the giant worm! "Thanks Sol, that's pretty cool!"
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))(everyone)

Mortimer Smith |

Round 1, Init 4
Upon seeing Solrisa smile and glow with a resolve he hadn't noticed before, he is suddenly filled with inspiration.
As Ascaria casts Blessings of Fervor, Mortimer feels refreshed. Oh! Like bubble bath! Just what I needed in this dank place.
BoF -- Increase move by 30'
"Keep those jerks over there on ice!" He says, pointing toward the wormcallers. He steps into Flank with Solrisa, and attacks the giant worm.
StunningElectricity: 1d20 + 23 ⇒ (13) + 23 = 36 +Flank, +Smilte, -PA
for Damage: 2d8 + 10 + 8 + 1d6 + 1d6 + 1d6 + 18 ⇒ (7, 8) + 10 + 8 + (4) + (4) + (4) + 18 = 63 +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron, +Electricity, +Smilte
Fort Save DC21 or be stunned for 1 round
Hits: 102
Damage: 2d8 (Monk’s robe)
AC: 37 (buckler,Magic Vestment, Barkskin, Smite)
Slots:
Martial Flexibility: 6 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
Lighning Sword Fly: 3/3
Saves:
Fort+14 (+Feast) (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+17 (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; 95 HP
BAB = +14/+9/+4
ToHit = 1d20+19+1+1 (Weapon Focus, Amulet)
RHit = 1d20+21-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+21-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d21+15-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d21+10-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+17
Max Flexlo Slots 10
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

Eidi |

Eidi rears back as the black energy takes him by surprise "Ough"
HP 113/129 (adjusted for heroe's feast and Ascaria)
AC 21 (BoF+2)
K. arcana+HR: 1d20 + 23 + 2 ⇒ (13) + 23 + 2 = 38
Feeling the dragon's blessing, he immediately smites the overgrown "That's an evil magical beast! An overgrown!" Special attacks, special defenses, birth date
Stepping to the side while producing a small piece of squid and casts black tentacles on the wormcallers.
Grapple+HR+BoF: 1d20 + 17 + 2 + 2 ⇒ (19) + 17 + 2 + 2 = 40
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Eri Nandri |
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Round 1 Init 3 AC: 21 (BoF)
BoF +2 to hit, AC, reflex
"Keep those jerks over there on ice!”
”Why stop with ice??”
kn. Arcana: 1d20 + 18 ⇒ (10) + 18 = 28
Eri will cast elemental assessor on the worm caller delaying if possible. No save.
spell resistance: 1d20 + 16 ⇒ (3) + 16 = 19
ranged touch att: 1d20 + 13 + 2 + 4 + 1 - 4 ⇒ (12) + 13 + 2 + 4 + 1 - 4 = 28 BoF, smite, feast, cover
acid dam: 2d6 ⇒ (5, 6) = 11
cold dam: 2d6 ⇒ (4, 2) = 6
electricity dam: 2d6 ⇒ (6, 6) = 12
fire dam: 2d6 ⇒ (4, 4) = 8
continuing damage rounds: 1d4 ⇒ 1 Whichever damage was the most damaging.
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +13
Defensive casting concentration check = +22 (@12th, with headband)
Spell Penetration= +16 (@12th) [feats: spell pen and greater spell pen]
Dispel magic level check= +14 (@12th)
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 (4/5 per day) (Parchment Swarm, Sonic Thrust)
Sixth Level: DC:22 (3/4 per day) (Elemental Assessor)
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
+16 or +14/+14 (fight+1, sorc +3, ER +6, WF +1 dex +3 bow +2 )
PB: +17 or +15/+15 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

GM Rat Sass |
1 person marked this as a favorite. |

Sorry for the delay.
The Overworm can thrust its malevolence into a victim, stunning it for a short duration, as the victim contemplates the horrid visions that writhe within the divine consciousness of Kyuss. It can also Swallow Whole those which it Grapples.
The Overworm is also Worm Infested, covered in Kyuss worms, so any attack with a natural weapon, unarmed strike, or light melee weapon risks worms traveling from Overworm to attacker.
Its birth date is the 2nd of June, 2018, its first appearance in our Gamethread :)
The cavern erupts in violence.
The Overworm orients itself with frightening speed, able to bite at Solrisa as the maiden closes the distance to the monstrosity.
AoO Bite Attack: 1d20 + 26 ⇒ (11) + 26 = 37 for 4d6 + 42 ⇒ (1, 5, 1, 6) + 42 = 55 damage
The maiden's wise preparations before engaging prove stalwart enough to avoid the massive attack! Solrisa begins her bloody work, striking the Overworm once with her auran blade, though it doesn't injure as deeply as it might. DR
Ascaria brings fervent blessing to his fellow 'Casts, and valiantly threatens the Overworm with a god's might. Mortimer sails past the giant green, avoiding any opportunistic attacks, as the maiden took one for the team.
The giant lands a mighty blow! Tempered by DR, of course
Fortitude Save v DC 21: 1d20 + 21 ⇒ (5) + 21 = 26
Mortimer, please make a Reflex Save DC 22. Failure, and you are now host to several Kyuss worms which traveled from Overworm to you.
The creature swirls within the lake, positioning itself to attack the giant, for the greater damage...
Eri harrasses the stalling Wormcaller with a myriad spray of magical damage. He can sense that both the cold and the electrical parts of his attack fail to find purchase on the strange creature's frame. Immune to Cold and Electricity
The awaiting Wormcaller watches Eidi intently, who so recently demonstrated spellcasting prowess in his preparations. When Eidi casts his Black Tentacles, Blue casts a counterspell!
Casting while Injured DC 18: 1d20 + 16 ⇒ (19) + 16 = 35
Dispel Check v Black Tentacles: 1d20 + 12 ⇒ (2) + 12 = 14
Alas, both Wormcallers are snared by Eidi's snare! The two of them struggle within the half-elf's own version of a wormswarm...
Red finds himself quite occupied among the tentacles. It starts chanting in Abyssal, black words which seem to have an effect on the waters just below his ledge...
Meanwhile, the Overworm spins on Mortimer Wormthumper, and a deep glug pulses from its mass, rolling over the giant, encouraging him to stand still, before it bites.
Mortimer, please make a Will Save DC 20, or become Stunned, yourself.
Bite Attack, M: 1d20 + 26 ⇒ (9) + 26 = 35 for 4d6 + 42 ⇒ (2, 2, 1, 1) + 42 = 48 damage
Grab, M: 1d20 + 47 ⇒ (4) + 47 = 51
If Mortimer becomes Stunned, the Overworm has likely bitten him, though I am unsure at the moment if he's also become Grappled, as well.
Round 2
Wormcaller(Red)- 16 (-7hp)
Overworm- 16- (-80hp)
Solrisa- 11
Ascaria- 11-
Mortimer- 4 (Reflex Save DC 22, Will Save DC 20)
Eri- 3
Wormcaller(Blue)- 2 (-26hp)
...
Round 3
Eidi- 18 (-25hp)
Solrisa, Ascaria, Mortimer, and Eri are up!
Party Buffs
Blessing of Fervor
Air Walk, Communal
Heroes' Feast

Ascaria |

Round: 2, Initiative: 11-
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (6/20m), Brightest Light (1/13h)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol, Blessings of Fervor (2/14r), Smite (worm: +4 to hit, +18 damage per hit and +4 to AC)
Channel Energy (8/10)(8/8) (DC: 26)(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 +10/+5, Size +1 Damage: +0
Ranged Attack: BAB +10/+5, Dex +1, Size +1 Damage: +0
Spells (Caster Level 14, Concentration +23)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (17): (8/8) Bless, Cure Light Wounds, Diagnose Disease, Endure Elements, 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): (4/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (3/7) 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, Burst of Glory, Cleanse, Cure Light Wounds Mass
Sixth (22): (6/6) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (23): (4/4) Cure Serious Wounds Mass, Greater Restoration, Particulate Form
* Caster Level +2
Ascaria feels a little more injury as the worms begin their work.
He quickly channels, as much for himself as Sol and Eidi. He carves out the worm, and unfortunately cannot reach Mort from where he is.
Channel Energy (healing): 9d6 + 1 ⇒ (5, 6, 5, 2, 4, 3, 3, 4, 4) + 1 = 37
He then casts Prayer (+1 attacks, damage, saves, & skills (luck)), to give his party the edge, and maybe hamper that worm a bit.
SR?: 1d20 + 14 ⇒ (19) + 14 = 33
He then 5’ steps closer, slowly reaching out toward Mort.
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (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 except Mort and including the great worm)
* Eidi, Mort, and Sol each heal 5hp of damage thanks to Ascaria.

Solrisa Iome Arabasti |

GM Rat: Smite (link): "Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess."
Round 2, Init 11
Solrisa continues to lay into the big worm, hacking with divine might. She is doing what she was given to the Dragon to do: to slay evil with a smile on her face, without anger and without rage. Sol *is* justice and good and her sword is the arc of light, laying waste to evil with a smile on her face.
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
[b]That's +4 to hit, +18 damage per hit and +4 to AC vs. the big worm.[/ooc]
Solrisa moves up to the wurm, her electric blade leading the way.
Power attack. One hand.
1d20 + 21 - 4 + 4 + 1 + 2 ⇒ (8) + 21 - 4 + 4 + 1 + 2 = 32 to hit; (-PA,+TheDragon,+feast,+prayer)
1d10 + 7 + 8 + 18 + 1d6 + 1 ⇒ (5) + 7 + 8 + 18 + (5) + 1 = 44 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 4 + 1 + 2 ⇒ (13) + 16 - 4 + 4 + 1 + 2 = 32 to hit; (-PA,+TheDragon,+feast,+prayer)
1d10 + 7 + 8 + 18 + 1d6 + 1 ⇒ (1) + 7 + 8 + 18 + (6) + 1 = 41 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 4 + 1 + 2 ⇒ (17) + 11 - 4 + 4 + 1 + 2 = 31 to hit; (-PA,+TheDragon,+feast,+prayer)
1d10 + 7 + 8 + 18 + 1d6 + 1 ⇒ (4) + 7 + 8 + 18 + (2) + 1 = 40 magic w/electrical damage
Power attack. One hand.BoF.
1d20 + 21 - 4 + 4 + 1 + 2 ⇒ (14) + 21 - 4 + 4 + 1 + 2 = 38 to hit; (-PA,+TheDragon,+feast,+prayer)
1d10 + 7 + 8 + 18 + 1d6 + 1 ⇒ (1) + 7 + 8 + 18 + (6) + 1 = 41 magic w/electrical damage
Pot crit:
1d20 + 11 - 4 + 4 + 1 + 2 ⇒ (14) + 11 - 4 + 4 + 1 + 2 = 28 to hit; (-PA,+TheDragon,+feast,+prayer)
1d10 + 7 + 8 + 18 + 1d6 + 1 ⇒ (5) + 7 + 8 + 18 + (3) + 1 = 42 magic w/electrical damage
AC= 39 [33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]+smite+2 Champ armor]
HP=117/117
Right hand = long sword
Left hand = shiny shield
LoH 0/11 used (7d6+1d6)
Quick Shirt 0/1 used
Wand of Barkskin (30/50 left) 5/29/2018
The Dragon Invoked 2/6 used (+4 to hit/AC,+18 damage)
Breath of the Dragon 0/3 used (+4 weapon, holy&+1, 14 minutes)
Nice Booties 0/3 used
Pearl 1: 0/1 used
Pearl 3: 0/1 used
Power attack. One hand.
[ dice]1d20+22-4[/dice] to hit; (-PA)
1d10 + 7 + 8 + 1d6 ⇒ (7) + 7 + 8 + (4) = 26 magic w/electrical damage
[ dice]1d20+17-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+7+8+1d6[/dice] magic damage.
Power attack. Two hand.
[ dice]1d20+22-4[/dice] to hit; (-PA)
1d10 + 9 + 12 + 1d6 ⇒ (10) + 9 + 12 + (6) = 37 magic w/electrical damage
[ dice]1d20+17-4[/dice] to hit; (-PA)
[ dice]1d10+9+12+1d6[/dice] magic damage.
[ dice]1d20+12-4[/dice] to hit; (-PA)
[ dice]1d10+9+12[/dice] magic damage.

Eri Nandri |

Round 2 Init 3 AC: 21 (BoF)
BoF +2 to hit, AC, reflex
Elemental assessor deals its final damage. I’m assuming that fire and acid dealt the same damage.
fire dam: 4d6 ⇒ (3, 6, 6, 3) = 18
Eri casts fireball centered in the middle of the black tentacles using empower spell. REF DC:20
spell penetration: 1d20 + 16 ⇒ (9) + 16 = 25
fireball dam: 15d6 ⇒ (4, 6, 1, 6, 5, 4, 3, 6, 5, 6, 6, 6, 1, 3, 1) = 63
AC 15 or 19 [dex +3, amu +2, m. armor +4]
CMD 21
BAB +13
Defensive casting concentration check = +22 (@12th, with headband)
Spell Penetration= +16 (@12th) [feats: spell pen and greater spell pen]
Dispel magic level check= +14 (@12th)
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 (3/5 per day) (Parchment Swarm, Sonic Thrust)
Sixth Level: DC:22 (3/4 per day) (Elemental Assessor)
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
+16 or +14/+14 (fight+1, sorc +3, ER +6, WF +1 dex +3 bow +2 )
PB: +17 or +15/+15 within 30' with +1 dam
Damage bump: +6 [+2 (bow) +1(str) +1 (feat ex pull) +2 (feat arcane weap)]

Eidi |

"Mortimer! The contact with the beast will make its worms to... F#%*! To late!" the half-elf repositions in the air trying to properly advise his companions "Be aware, the Overworm malevolence can stun one of its victims as he contemplates the horrid visions of Kyuss consciousness. And quickly, escape from that grapple, it can Swallow you Whole!"
HP 129/129
AC 21 (+2 BoF); DR 5/bludgeoning

Mortimer Smith |

Round 2, Init 4
ReflexDC22: 1d20 + 17 ⇒ (3) + 17 = 20
WillDC20: 1d20 + 12 ⇒ (2) + 12 = 14
Indeed, too late.
If grappled, worms take SoIDamage: 1d6 + 10 ⇒ (3) + 10 = 13
Hits: 102
Damage: 2d8 (Monk’s robe)
AC: 37 (buckler,Magic Vestment, Barkskin, Smite)
Slots:
Martial Flexibility: 6 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 14 / 14
Lighning Sword Fly: 3/3
Saves:
Fort+14 (+Feast) (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+17 (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)
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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 = +14/+9/+4
ToHit = 1d20+19+1+1 (Weapon Focus, Amulet)
RHit = 1d20+21-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
LHit = 1d20+21-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
THit = 1d21+15-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 if acid)
FHit = 1d21+10-2 (-4 more to hit on Power Attack, +1 Weapon Focus, +8 dam on Power Attack, +1d6 if cold, +1d6 acid)
Throw = 1d20+17
Max Flexlo Slots 10
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