
Thorgrym the Tracker |

Just wondering if Serethial can heal Grym w/ CMWs powers on its own? So Grym can keep attacking on his round? He wont survive another round like the last... Though Grym is somewhat convinced his resurrection was just a reprieve and he will die finishing this.
Hold on, I forgot about Stoneskin. Still not in great shape, but slightly better.

Dungeon Master S |

Grym: Yes, Serithiel will cast CMW on you this round. And Stoneskin will stop 40 damage (10 from each).
-Posted with Wayfinder

Dungeon Master S |

The noose tightens around the Queen's neck as Odric now closes ranks. She'll be no easy target, as she handedly savaged Grym with her icy rapier.
Not out of fight yet, Serithiel wills some of Grym's wounds closed CMW 1 of 3: 2d8 + 10 ⇒ (4, 4) + 10 = 18
Grym's eyes, gimlet, focus on the queen. The blade uses its magic again CMW 2 of 3: 2d8 + 10 ⇒ (2, 2) + 10 = 14, as the ranger and inquisitor....
Round VII
Ferox and Cricktik: Go
Grym & Bucho: Go
Puragaus: Destroyed
White Ileosa: Destroyed
Gaius & the Menotherian: TBD
Black Ileosa: Destroyed
Green: Ileosa: Destroyed
Blue Ileosa: Destroyed
Morrigna: TBD
Morkeleb: TBD
Sandor: TBD
Taniniver: Destroyed
Evil Odric: Destroyed
Orange Ileosa: Destroyed
Red Ileosa: TBD
Yellow Ileosa: Destroyed
Odric the Stout: TBD

Cricktik |

Round 7
Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Totals - +3 AC, +7 saves, +6 attack, +1 damage
Cricktik grabs for his javelins, hoping to clear the way for Ferox and Grym to attack the queen directly.
Javelin: 1d20 + 15 + 6 ⇒ (3) + 15 + 6 = 24
Damage: 1d6 + 6 ⇒ (5) + 6 = 11 plus poison
Javelin: 1d20 + 10 + 6 ⇒ (20) + 10 + 6 = 36
Damage: 1d6 + 6 ⇒ (3) + 6 = 9 plus poison
Confirm Crit: 1d20 + 10 + 6 ⇒ (14) + 10 + 6 = 30
Damage: 1d6 + 6 ⇒ (2) + 6 = 8 plus poison
Javelin: 1d20 + 5 + 6 ⇒ (7) + 5 + 6 = 18
Damage: 1d6 + 6 ⇒ (1) + 6 = 7 plus poison

Dungeon Master S |

3 is real: 1d3 ⇒ 1 Cricktik gets lucky and strikes true, but alas it's only an image, which leaves only two queens.
Round VII
Grym & Bucho: Go
Ferox & Cricktik: Ferox only go
Puragaus: Destroyed
White Ileosa: Destroyed
Gaius & the Menotherian: Go
Black Ileosa: Destroyed
Green: Ileosa: Destroyed
Blue Ileosa: Destroyed
Morrigna: TBD
Morkeleb: TBD
Sandor: TBD
Taniniver: Destroyed
Evil Odric: Destroyed
Orange Ileosa: Destroyed
Red Ileosa: ATK!
Yellow Ileosa: Destroyed
Odric the Stout: TBD
Psychopomp: 34
Red Ileosa: 109 (1 image)

Ferox Kerr |

Round 7
Magic Circle Against Evil - 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Spell Resistance - 15 minutes, SR 27
Divine Power - 8 /15 rounds, +5 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks, 15 temp hps
Greater Heroism* - 12 min, +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects
Tactical Accumen* - 7/15 rounds, +3 insight bonus to attack rolls or to AC due to battlefield position, such as flanking, higher ground, or cover
Invisibility Purge - 15 min, 75' radius
Haste (Morkeleb) - +1 attack and +1 Dodge bonus to AC and Reflex saves
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks
Judgement: Justice - +4 sacred bonus to attack
Judgement: Destruction - +6 sacred bonus to damage
Bane: Dragon 8/15 +2 attack, +4d6 damage
Totals: SR 27, +15(+17) attack, +11(+2+4d6) damage, +1 AC, +5 fort, +5 will, +6 reflex
Seeing Cricktik strike true and eliminate another image of the queen, Ferox draws and looses a volley, hoping to either end her or clear the way for Grym to do so.
Arrow1: 1d20 + 22 + 17 + 5 - 2 - 4 ⇒ (5) + 22 + 17 + 5 - 2 - 4 = 43
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (5) + 7 + (6, 3) + 13 + (2, 2, 1, 1) + 8 = 48
Manyshot: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (3) + 7 + (1, 6) + 13 + (5, 1, 2, 1) + 8 = 47
Rapid Shot: 1d20 + 22 + 17 + 5 - 2 - 4 ⇒ (16) + 22 + 17 + 5 - 2 - 4 = 54
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (8) + 7 + (6, 5) + 13 + (1, 3, 6, 3) + 8 = 60
Haste: 1d20 + 22 + 17 + 5 - 2 - 4 ⇒ (7) + 22 + 17 + 5 - 2 - 4 = 45
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (7) + 7 + (5, 6) + 13 + (5, 6, 3, 3) + 8 = 63
Arrow2: 1d20 + 17 + 17 + 5 - 2 - 4 ⇒ (7) + 17 + 17 + 5 - 2 - 4 = 40
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (7) + 7 + (4, 5) + 13 + (2, 2, 5, 4) + 8 = 57
Arrow3: 1d20 + 12 + 17 + 5 - 2 - 4 ⇒ (19) + 12 + 17 + 5 - 2 - 4 = 47
Damage: 1d8 + 7 + 2d6 + 13 + 4d6 + 8 ⇒ (7) + 7 + (5, 5) + 13 + (2, 2, 2, 6) + 8 = 57
Clustered Shot - Total damage before applying DR

Dungeon Master S |

The noose tightens ever more...
Ferox's opening salvo knocks out the final image.
All that remains is the True Usurper.
The second arrow strikes true, and the third, and the fifth.
A combination of hatred, ambition, and profane empowerment keep the queen aloft.
Round VII
Grym & Bucho: Go
Ferox & Cricktik: Destruction by Inquisitor
Puragaus: Destroyed
White Ileosa: Destroyed
Gaius & the Menotherian: Go
Black Ileosa: Destroyed
Green: Ileosa: Destroyed
Blue Ileosa: Destroyed
Morrigna: TBD
Morkeleb: TBD
Sandor: TBD
Taniniver: Destroyed
Evil Odric: Destroyed
Orange Ileosa: Destroyed
Red Ileosa: ATK!
Yellow Ileosa: Destroyed
Odric the Stout: TBD
Psychopomp: 34
Red Ileosa: 289 (1 image)

Dungeon Master S |

Gaius is on vacation, but gave bot strategies in Slack.

Thorgrym the Tracker |

Round VII
The ranger feels life pour back into his body directly from Serethial. In his zen state, he can more clearly sense the sword's hatred. The inquisitor's legendary archery is like a whole squad of archers. His arrows tear into the Queens till only one remains.
Still held aloft by the flight power of his celestial armor, a silent prayer on his lips, Grym's dual blades move in for the kill...
Main attack 1d20 + 22 + 5 + 6 ⇒ (15) + 22 + 5 + 6 = 48
Serethial 1d8 + 15 + 2 + 6 + 4d6 ⇒ (2) + 15 + 2 + 6 + (6, 2, 3, 6) = 42
Offhand attack 1d20 + 19 + 5 + 6 ⇒ (6) + 19 + 5 + 6 = 36
SharkSlayer 1d4 + 13 + 6 ⇒ (1) + 13 + 6 = 20
Hasted attack 1d20 + 22 + 5 + 6 ⇒ (13) + 22 + 5 + 6 = 46
Serethial 1d8 + 15 + 2 + 6 + 4d6 ⇒ (1) + 15 + 2 + 6 + (3, 2, 2, 1) = 32
2nd main attack 1d20 + 22 + 5 + 6 - 5 ⇒ (18) + 22 + 5 + 6 - 5 = 46
Serethial 1d8 + 15 + 2 + 6 + 4d6 ⇒ (4) + 15 + 2 + 6 + (6, 4, 5, 4) = 46
2nd offhand 1d20 + 19 + 5 + 6 ⇒ (7) + 19 + 5 + 6 = 37
SharkSlayer 1d4 + 13 + 6 ⇒ (2) + 13 + 6 = 21
Rend Damage from both weapons hitting 1d10 + 7 ⇒ (2) + 7 = 9
The 2nd main is Threatening Critical!
1d20 + 22 + 5 + 6 ⇒ (11) + 22 + 5 + 6 = 44
extra damage 1d8 + 15 + 2 + 2d6 ⇒ (8) + 15 + 2 + (3, 6) = 34

Gaius Lirsiiv |

The Menotherian casts another dispel magic upon the queen...
Check1d20 + 14 ⇒ (5) + 14 = 19
Edit... Wait... Grym is flying so no go. ... Gauls casts Spiritual weapon if he can't reach.
Gaius summons a spiritual weapon to battle her highness.
A Yellow Ghostly Whip appears... and attacks.
SR check : 1d20 + 15 ⇒ (6) + 15 = 21
Gross. If that makes it, it will attack.

Dungeon Master S |

Panic.
It's plain as day upon the Queen's face. You need not be a psychic or diviner. Panic.
Serithiel cuts through her defenses as if all her vaunted power and magic was a child's gimmick.
As soon as the Blade of Scarwall touches her flesh, her wounds stop their constant healing.
As soon as the Blade of Scarwall connects it cuts deep, the sword humming in exultation.
As soon as the hand that wields it brings it to bear, it's over for the queen.
Grym cuts left, across the neck. He cuts back right, severing an arm. He cuts upwards splitting her face into a mockery of its former beauty.
...Grym of Korvosa deals the killing blow to Queen Ileosa Arabasti.
For killing the Queen and her retinue, each party member receives 100,666 XP.

Dungeon Master S |

The queen's body crashes down on the floor with a sickening crunch. The sword rolls out of her hands.
The crown tumbles from her head.
The energies in the Pool of Blood swiftly grow unstable. The Fangs of Kazavon vibrate and hum with unstable power...

Dungeon Master S |

rumble
The Pool of Blood and the pyramid itself begin to shake and rumble.
Something is happening in the Pool.

Dungeon Master S |

A draconic talon lances out from one side, an immense skeletal wing from another. The entire room trembles and heaves, and a growing roar fills the air, quickly rising to deafening levels.
Kazavon! Such Power can only be the direct Will of Zon-Kuthon! It's HORRIBLE!

Dungeon Master S |

The deafening noise and cracking lightning snap you back. A single bolt of lightning shatters a bit of the wall behind you.
This is NO MERE DRAGON.
THIS IS KAZAVON!
It is only a matter of time before the pool of blood is sucked up into the massive Horror. In precious moments the Pool will be no more, only the Terror Dragon will remain....

Dungeon Master S |

While you struggle with what to do, the storm of Horror and Evil continues unabated.
Before you is a Pool of blood rapidly knitting itself into organs, flesh, and claw.
The storm will kill you if you stand still.
What do you do?
Ferox: 1d20 + 10 ⇒ (1) + 10 = 11
Gaius: 1d20 + 3 ⇒ (17) + 3 = 20
Grym*: 1d20 + 13 ⇒ (10) + 13 = 23
Morkeleb: 1d20 + 6 ⇒ (15) + 6 = 21
Odric: 1d20 + 4 ⇒ (10) + 4 = 14
Sandor: 1d20 + 8 ⇒ (8) + 8 = 16

Dungeon Master S |

Your allies vanish from the Pyramid. Only you remain.
REGARDLESS of what other actions to take, you all must make a FORT, REF, and WILL saving throw of the dice.
Grym: Saves + Go
Morkeleb: Saves + Go
Gaius: Saves + Go
Sandor: Saves + Go
Odric: Saves + Go
Ferox: Saves + Go

Morkeleb the Mighty |

Fort: 1d20 + 9 + 5 ⇒ (15) + 9 + 5 = 29
Ref: 1d20 + 10 + 5 ⇒ (14) + 10 + 5 = 29
Will: 1d20 + 12 + 5 ⇒ (13) + 12 + 5 = 30
Seeing what is happening, the wizard makes an uncharacteristically bold move...
Disintegrate the dwindling blood pool!!
ranged touch: 1d20 + 8 + 4 + 1 ⇒ (6) + 8 + 4 + 1 = 19
Damage: 30d6 ⇒ (5, 6, 3, 1, 2, 4, 5, 5, 3, 1, 4, 1, 1, 6, 5, 5, 6, 4, 2, 6, 4, 1, 5, 1, 4, 2, 6, 5, 3, 1) = 107

Ferox Kerr |

Sandor leveled!
Fort: 1d20 + 20 ⇒ (20) + 20 = 40
Ref: 1d20 + 20 ⇒ (19) + 20 = 39
Will: 1d20 + 20 ⇒ (19) + 20 = 39
Ferox holds to see what happens.

Dungeon Master S |

Ferox and Morkeleb withstand the storm like heroes of legend!
The lightning and rocks are nigh impossible to completely avoid. Each of you takes HALF of Bludgeoning: 5d6 ⇒ (2, 1, 5, 5, 2) = 15 and ELEC: 5d6 ⇒ (6, 5, 1, 6, 2) = 20 damage (or none with Evasion.)
Morkeleb's ray of Disintegration has no effect on the artifact of blood!
~~~~~10~~~~~
Grym: Saves + Go
Morkeleb: Disintegration!
Gaius: Saves + Go
Sandor: Saves + Go
Odric: Saves + Go
Ferox: Go

Dungeon Master S |

They are still bound together into the Crown, and on the ground by Sandor.

Sandor Stouthammer |

Sandor leveled!
[dice=Fort]1d20+20
[dice=Ref]1d20+20
[dice=Will]1d20+20Ferox holds to see what happens.
HOLY INQUISITOR SAVING THROWS!!!! Saved your. Crits for when they matter and DING!!

Sandor Stouthammer |

This is wicked cool by the way from the players perspective... the chracter's thinks it sucks. :D
As the pool bubbles, and the Sunken Queen shudders Morkelbs wall drops. Sandor can't believe his eyes thinking it's a trick of the swirling prismatic wall played on his vision. Casting his eyes left and right he realises that he isn't the only one witnessing the rise of a "Dragon?"
It's growing larger and larger, blood flying up joinging the mass coalescing into bone, organs, and flesh. Sandor glances down, the crown is vibrating, no it's shuddering, no no it's dancing on the floor.
Sandor can feel a strange rumble through the floor. One would figure adding the assembling mass of the largest dragon, no largest thing he has ever witnessed would cause the floor to rumble, but no that's not it. It's almost as if it is in conjunction with the dragons heart beat. The irregular beat pulsing the pool of blood making it stronger, the crown dancing faster. Sandor glances up at Grym and see's Serinthal crying thrumming in Grym's hand begging for it's purpose to be fulfilled once again.
Then his vision fades replaced with a rapid fire slide show of destruction. Imagining the horror that Kazavon could cause in a flying mobile Runelords castle. A flying scarwall, with the full support of Zon Kathon and his followers. It shakes Sandor to his core. His vision is brought back when the largest bolt of lightning is spewed out the Dwarf ducking behind his shield only to be bludgeoned by the rock shards from behind him.
Immune to Possession and Mental Control, Immune Fear, +2 vs poison, Spells, and SLA's. +2 Deflection and +2 saves Vs evil
Prayer: 1Rd/Lvl 11/1 +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks 4/11
Haste: 1Rd/lvl 11/1 +1 attack and +1 Dodge bonus to AC and Reflex saves 2/11
Enlarge: 1min/lvl 5 min? 4/50?
Bulls Str: 1min/lvl 5 min? Net +2 to Str 4/50
Cats Grace: 1min/lvl 5 min? Net +4 to Dex 4/50
Resist Energy 20: 10min/lvl 60 min 4/360
Greater Herosim: 1min/lvl 12min +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects 4/72
Possible Buffs: Magic Circle Against Evil 2.5 hrs, 10' rad, +2 deflection bonus to AC and a +2 resistance bonus on saves
Reminder: Attacks Bypass DR of Devils
Fort: 1d20 + 21 ⇒ (9) + 21 = 30
Reflex: 1d20 + 19 ⇒ (6) + 19 = 25
Will: 1d20 + 13 ⇒ (6) + 13 = 19

Dungeon Master S |

Wish, Miracle, or a Disjunction.. or something beyond your knowledge. Maybe a Dispelling of evil will slow it down?

Dungeon Master S |

Sandor's visions aren't enough to distract him from his shield, but the visions in his mind are burned away as he thinks them Will DC is 25) He takes 2 points of INT, WIS, and CHA damage.
The lightning and rocks are nigh impossible to completely avoid. Sandor takes HALF of Bludgeoning: 5d6 ⇒ (6, 1, 3, 6, 3) = 19 and ELEC: 5d6 ⇒ (5, 3, 1, 1, 4) = 14 damage (or none with Evasion.)
Morkeleb's ray of Disintegration has no effect on the artifact of blood!
~~~~~10~~~~~
Grym: Saves + Go
Morkeleb: Disintegration!
Gaius: Saves + Go
Sandor: Go
Odric: Saves + Go
Ferox: Go

Thorgrym the Tracker |

Fortitude: 1d20 + 21 ⇒ (19) + 21 = 40
Reflex: 1d20 + 19 ⇒ (4) + 19 = 23
Will Power: 1d20 + 14 ⇒ (9) + 14 = 23
At the death of the Queen the ranger pauses with his sword stroke in perfect extension, a text book picture of superb form. Then after a long breath he relaxes and almost seems to go limp. His zen state is broken. Yet, before he can float to the ground and put things together in his mind the room goes mad again.
For a split second Thorgrym panics, he though they had won, but from his feelings through the hilt of Serethial he knew this was not true. Then he saw the crown with the dragon's teeth still intact. Without hesitation he spun the Zon-Kuthon hating sword over his head and brought it down on the crown and fangs as hard as he could...
1d20 + 22 + 2 + 5 ⇒ (8) + 22 + 2 + 5 = 37
Serethial 1d8 + 15 + 2 + 4d6 ⇒ (8) + 15 + 2 + (4, 2, 6, 3) = 40

Dungeon Master S |

Grym flies down to the crown and shatters it into countless pieces.
The reforming terror dragon continues to reform
~~~~~10~~~~~
Grym: Shatter the crown! Bucho saves
Morkeleb: Disintegration!
Gaius: Saves + Go
Sandor: Go
Odric: Saves + Go
Ferox: Go

Ferox Kerr |

Nope. The best I can do is Banishment, but that doesn't seem to be what's needed here.

Odric the Stout |
1 person marked this as a favorite. |

Round the Eighth
With the Usurper still spewing blood in Serithiel's wake, Odric turns toward the source of the most foreboding rumble he's heard since the regrettable Cheliaxian Chili Incident turned Sandor's guts to Otyugh stew.
Odric sighs in resignation. In his heart he knows he's good for two things: Brewing beer, and trading horrific wounds with fiends beyond his wildest drunken exaggerations... And Odric finds himself without hops, malt, or barley. He does however hold the mighty Kegerator in his massive hands.
With infinite trust in his mates of the Upturned Cup, Odric flies towards what appears to be death incarnate. As he nears the dragon, Odric torques his body to the left, his arms bulging and the Kegerator nearly behind him. When he unwinds his body, his shoulders and hips pivot with an unbelievable amount of power, slicing the massive blade across what he hopes is a tender bit of the coalescing dragon.
Saves:
Fortitude: 1d20 + 21 ⇒ (12) + 21 = 33
Reflex: 1d20 + 18 ⇒ (5) + 18 = 23
Will: 1d20 + 15 ⇒ (20) + 15 = 35
- First Attack: Improved Vital Strike Power Attack (Furious Focus) with The Kegerator: 1d20 + 36 ⇒ (18) + 36 = 54 for 9d6 + 14 + 9 + 4 ⇒ (5, 2, 5, 5, 5, 6, 3, 3, 6) + 14 + 9 + 4 = 67 damage.
- Reminder: Odric ignores 5 points of DR
Confirm:
- First Attack: Improved Vital Strike Power Attack (Furious Focus) with The Kegerator: 1d20 + 36 + 4 ⇒ (19) + 36 + 4 = 59 for 9d6 + 14 + 9 + 2 + 4 ⇒ (6, 4, 2, 5, 4, 3, 5, 5, 4) + 14 + 9 + 2 + 4 = 67 extra damage.
For each confirmed Crit:
- Opponent takes 2d6 ⇒ (4, 3) = 7 bleed damage. The effects of this feat stack.
- Opponent Is staggered for 1d4 + 1 ⇒ (2) + 1 = 3 rounds. DC 23 Fortitude save reduces to 1 round.
- Opponent is stunned for 1 round. DC 16 Fortitude save negates.
Buffage:
- Prayer – Ends on Round 15 (+1 Attack rolls, +1 Damage, +1 Will, +1 Reflex, +1 Fortitude, +1 Skill checks)
- Cat’s Grace – Ends on Round 30 (+4 Dex (+2 Reflex))
- Enlarge Person – Ends on Round 30 (+2 Str (+1 Attack rolls, +1 Damage), -2 Dex (-1 Reflex), -1 Attack rolls, -1 AC, 10’ reach, Kegerator Damage is 3d6)
- Rage – Ends on Round 30 (+2 Str (+1 Attack rolls, +1 Damage), +2 Con (+1 Fortitude, +15 HP), +1 Will Save, -2 AC)
- Align Weapon (Good) – Ends on Round 30
- Haste – Ends on Round 30 (Extra attack on a full attack, +1 Attack rolls, +1 AC, +1 Reflex, Speed 60)
- Spider Climb – Ends on Round 30 (Climb speed of 20, 40 with haste)
- Remove Fear – Ends on Round 100
- Greater Heroism – Ends on Round 120 (+4 Attack rolls, +4 Will, +4 Reflex, +4 Fortitude, +4 Skill checks, Immune to fear, +12 Temp HP)
- Bless – Ends on Round 140 (+1 Attack rolls, +1 Damage, Aligned good)
- Stoneskin – Ends on Round 300 or 150 damage (Gain DR 10/Adamantine)
- Summary: +4 Str, +2 Dex, +2 Con, +8 Attack Rolls, +4 Damage, -2 AC, +6 Will (15), +7 Reflex (18), +6 Fortitude (21), +5 Skill Checks, Immune to Fear, Speed is 60’, Climb speed is 40’, DR 10/Adamantine (ablative – 110 HPs), +27 HPs, 10’ Reach, Kegerator Damage 3d6, Kegerator aligned Good

Gaius Lirsiiv |

14 18 16
Gaius saves...
Fort:1d20 + 14 ⇒ (7) + 14 = 21
Ref:1d20 + 18 ⇒ (10) + 18 = 28
Will:1d20 + 16 ⇒ (19) + 16 = 35
Assuming those saves permit Gaius to act...
Hearing Morkeleb's words, Gaius curses his ill preparations.
Nay, Enchanter. I prepared spells to free one from enchantment, and to restore life to the recently fallen. I lack the power to Dispel Evil this day. If that is what's needed, I have but one recourse.
Gaius falls to his knees, and beseeches his Goddess for help. Clutching his holy symbol, he pleads to The Lady In The Room
Calistria, Savored Sting, Queen of Vengence, Lust, and Revenge. Hear my plea. Your unworthy servant asks one more miracle this day. You have granted me power enough to dispel this evil, but I have not prepared the incantations. Reveal to me the words to channel and wield your greatness, that I may complete this act of vengeance against Ileosa and the Horror Kazavon, who leave legions of wronged dead and suffering in their wake... Legions who call out for revenge! Revenge we may give now, should you visit upon me the vulgar incantations and gestures to stick in this final blade. Make me that blade, and strike down this worm for Eternity. You teach us to avoid the light and the dark and to dwel in the shadows. I need the light of a righteous spell to bring balance and cast a shadow for us here in the middle. Do this, I pray now, to thee.
And if that doesn't work... And it shouldn't, She's done a lot for me already... Gaius stands up, brushes himself off and prepares to channel as much positive energy as he can bring to bear against this horror.
Gaius knows well that this job isnt' over until the Happy Ending.
FULL ROUND ACTION asking Calistria for one more solid.

Dungeon Master S |

Odric, and Gaius. You withstand most of the chaotic storm, but the lightning and boulders still present danger. You take half of (or none with Evasion) Bludgeoning: 5d6 ⇒ (3, 6, 3, 1, 5) = 18 and Elec: 5d6 ⇒ (5, 6, 2, 4, 2) = 19. Unfortunately Bucho is stunned by the power and he takes full damage from the storm!
Odric doesn't hesitate. Over the words of Gaius's prayer he slashes through the forming dragon.... only to see his mighty slash instantaneously undone as the blood fills in the wound. In a second it's like nothing has happened. It's not working!
~~~~~10~~~~~
Grym: Strike the crown!
Morkeleb: Disintegration!
Gaius: Pray
Sandor: Go
Odric: ATTACK!
Ferox: Go

Morkeleb the Mighty |

Thsoe who still have stoneskin, it'll help against the bludgeoning damage, but not the electricity
Gather up the Fangs themselves!! Maybe Serithiel can destroy them individually!!
he takes a breath, calming himself quickly.
No, not the fangs. It's the blood itself.
DMS...is there still blood "coming in" to this pool? I'm thinking maybe a wall of force to block (some of) the flow?

Ferox Kerr |

Ferox delays, unsure what the best course of action for him to do is.

Dungeon Master S |

There were tubes feeding this thing from below, but this blob of blood is now self-sufficient.
Ferox can delay only long enough for Sandor to try something. After that... well, you'll see.