
Mortimer Smith |

"You mean besides the lighting?" Mortimer shrugs, and looks around, using Communal Airwalk for closer views. Something broken... besides lights and bones...
Mortimer checks the ceiling in the Skellington Room, and compares it to the ceiling over the Gently Reposed.
Mortimer checks the walls in the Skellington Room, and compares it to the walls over the Gently Reposed.
Mortimer checks the floors in the Skellington Room, and compares it to the floors over the Gently Reposed.
Mortimer checks the doorways leading to and in-between the Rooms, and compares them.
Perception: 20 + 21 = 41 +2 more vs Surpise, Inviso or Incorpo

Solrisa Iome Arabasti |

Solrisa looks from one room to the next, trying to find waldo differences.
"I dunno. One room has a lot of people who have fallen down, maybe?" Solrisa offers, trying as best as she can, but she's never been very good at riddles.

Eri Nandri |

Eri uses Mort’s careful examination to guide his knowledge check to see if he can figure out what broke the spell in the first room.
kn. check: 1d20 ⇒ 12
Knowledge(Arcana) = +18 (14 ranks)
Knowledge(Dungeoneering) = +11 (7 ranks)
Knowledge(Geography) = +6 (1 rank, trait)
Knowledge (local) = +7 (2 rank)
Knowledge (nature) = +5 (1 rank)
Knowledge (planes) = +5 (1 rank)
Spellcraft = +18 (14 ranks)

GM Rat Sass |

Mortimer and Eri do their utmost to understand the twin chambers, and find little difference between them, save for a slight gradient shift in the skeletal chamber, suggesting that something seismic might have jarred the decomposed chamber just enough to break the magic woven into its structure, or at least begin sapping it, until it no longer supported the original magic's intent...
Moving onwards...
With curiosities abounding, Solrisa moves across the entry chamber, still filled with several Wormswarms, and proceeds to the unopened door to the east. At least three separate Wormswarms follow beneath you, as you all hover above the floor at least 10' in the air. The door slowly opens, its weight and age passive aggressions against the pressure.
This 20' high chamber is lined with the trappings of religious ceremony in homage to Kyuss the Wormgod, but in place of an altar stands a beautiful, if disturbing, fountain carved from black marble.
Three Wormcallers stand on the opposite side of the fountain, waiting for the door to open, and reveal the visitors.
Immediately, Solrisa is targeted. Surprise Round action.
The Wormcaller is casting Suggestion.
"Please, fair one. Take a drink from the Fountain Everflowing, and be rejuvenated."
Solrisa, a Will Save DC 19, please. Failure, and you'll do as bidden.
This Fountain has a name- The Fountain of Green Temptation. It is a focus of divine worship of the Wormgod, Kyuss, a source of power to the priests who worship him, and a great honor to His worshippers, should they be blessed to drink from it.
Ascaria: 1d20 + 1 ⇒ (4) + 1 = 5
Eidi: 1d20 + 1 ⇒ (4) + 1 = 5
Eri: 1d20 + 2 ⇒ (11) + 2 = 13
Mortimer: 1d20 + 2 ⇒ (14) + 2 = 16
Solrisa: 1d20 + 4 ⇒ (13) + 4 = 17
Wormcallers: 1d20 + 9 ⇒ (14) + 9 = 23
The first magical salvo launched, the other two Wormcallers waste no time in stepping forward and targeting Eidi and Mortimer with the same magical casting.
The Wormcaller is casting Suggestion.
"Please, old one. Please, tall one. Take a drink from the Fountain Everflowing, and be rejuvenated."
Eidi and Mortimer, Will Save DC 19 please. Failure, and you'll do as bidden.
The quick Wormcaller readies itself, gauging your responsiveness.
Round 1
Wormcallers- 23
Solrisa- 17 (Will Save DC 19)
Mortimer- 16 (Will Save DC 19)
Eri- 13
Eidi- 5 (Will Save DC 19)
Ascaria- 5
The Party is up! Roll20 Map has been updated.

Mortimer Smith |

WillDC19: 1d20 + 11 ⇒ (17) + 11 = 28
"What?! How'd they know?! Word travels quickly around here..."
Mortimer takes a five foot step, pulls a Thunderstone from the Haversack and hurls it at the Fountain.
"Duck, everyone! Close your mouth!"
Thunderstone: 1d20 + 18 ⇒ (10) + 18 = 28 +Feast
Creatures in a 10' radius: DC Fort 15 or be deafened for 1 hour. Fail, and take a –4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal component. To be clear, Mortimer is trying to hit all three of these creatures if possible with the thing. IF the fountain's front is dead center between them, this should affect all of them. Otherwise, he'd have to bank it onto the back edge of the Fountain.

Eidi |

Will: 1d20 + 18 + 2 + 2 ⇒ (4) + 18 + 2 + 2 = 26
Religion: 1d20 + 25 + 2 ⇒ (2) + 25 + 2 = 29
Eidi casts icy prison on the blue wormcaller " Let's make some cleaning "
Ref DC 21

Solrisa Iome Arabasti |

Round 1, Init 17
Solrisa moves up to strike down at the green wurmcaller, wondering why there are no fountains of ham and cheese.
Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 ⇒ (13) + 21 - 4 + 1 + 1 = 32 to hit; (-PA,+feast,+height)
1d10 + 7 + 8 + 1d6 ⇒ (5) + 7 + 8 + (1) = 21 magic w/electrical damage
AC= 33 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]
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 ⇒ (6) + 7 + 8 + (5) = 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 ⇒ (2) + 9 + 12 + (5) = 28 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.

GM Rat Sass |

As you enter the vicinity of the Fountain, you're tugged at again. Your throat momentarily feels parched, and the Fountain offers itself up to you.
Will Save DC 20, this time. Fail, and your next action is a compulsion to drink.

Mortimer Smith |

Duh. Undead immuine to attacks involving Fort. saves. Mort knows this better than anyone.
Round 1, Init 16 (Redux)
"What?! How'd they know?! Wormd travels quickly around here..."
Mortimer charges blue from his lofty position.
Charge!: 1d20 + 21 ⇒ (16) + 21 = 37 +Amulet, +Feast, -PA, +Terrain ?
for Damage: 2d8 + 10 + 8 + 1d6 + 1d6 ⇒ (8, 2) + 10 + 8 + (1) + (4) = 33 Monk’s Robe +PA +Cold, +Acid, +Dragon, Good, Magic, Silver and Cold Iron

Eri Nandri |

Round 1 Init 13 AC: 19
Automatic success for the DC 18 spellcrafts
kn. Arcana: 1d20 + 18 ⇒ (19) + 18 = 37
Eri will use a second level scroll to cast Parchment Swarm as 20’ radius spread centered on the fountain using Selective spell to carefully carve out the party from damage.
REF DC:22
Spell Pen: 1d20 + 16 ⇒ (17) + 16 = 33
damage: 14d6 ⇒ (6, 4, 1, 2, 2, 2, 2, 1, 1, 3, 2, 1, 5, 3) = 35
”Eat paper poison pushers!”
”Keep your green temptation!”
To the party:
” Hey guys, this is the Fountain of Green Temptation. It is a source of power to these folks. Um, don’t drink it.”
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 3/4 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 (2/5 per day) (Parchment Swarm, Sonic Thrust)
Sixth Level: DC:22 (2/4 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)]

Ascaria |

Round: 1, Initiative: 5
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (12/20m), Brightest Light (1/13h), Prayer (1/14r)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
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 (3/3) (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,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) 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): (3/8) 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): (4/6) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (23): (4/4) Cure Serious Wounds Mass, Greater Restoration, Particulate Form
* Caster Level +2
Automatically make both spellcraft checks.
Ascaria moves up a bit, and casts Prayer (+1 attacks, damage, saves, & skills (luck)) hoping to help his allies resist their spell casting. Though Mort has once again gone to the far side of the battlefield, he just manages to be within range of the spell after Ascaria’s movement.
SR check if needed: 1d20 + 14 ⇒ (14) + 14 = 28
Don't forget the will bonus from the feast as well - it stacks with prayer.
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 and all opposition)

GM Rat Sass |

Solrisa is the first to engage yet more Wormcallers, striking Green with an opening slash, while she swats away unwanted advances. Mortimer charges Blue, clubbing him from the air, just avoiding the Fountain as impediment. Eri burns a scroll, and a swarm of papery origami figures swirl and slash all three Wormcallers! This triggers a readied action by Blue, who seeks to subvert the casters among you.
The Wormcaller cast Greater Dispel Magic.
Counterspell: 1d20 + 12 + 4 ⇒ (1) + 12 + 4 = 17 Nope
The paper swarm comes to life, and fully affects the three lurkers.
Reflex Save v DC 22, Red: 1d20 + 9 ⇒ (4) + 9 = 13
Reflex Save v DC 22, Blue: 1d20 + 9 ⇒ (20) + 9 = 29
Reflex Save v DC 22, Green: 1d20 + 9 ⇒ (6) + 9 = 15
Eidi casts forth a magical icy prison, attempting to ensnare Blue.
Reflex Save v DC 21: 1d20 + 9 ⇒ (13) + 9 = 22
Blue manages to avoid a complete enclosure, but is still Entangled!
Ascaria comes forth, and blankets the room in Cayden's rash judgment, condemning the poor undead, while supporting the living.
As you enter the vicinity of the Fountain, you're tugged at again. Your throat momentarily feels parched, and the Fountain offers itself up to you.
Will Save DC 20, this time. Fail, and your next action is a compulsion to drink.
The party is reminded of the danger of Wormswarms, as two of them move quickly enough to antagonize both Solrisa and Mortimer. Friendly reminder that the Wormswarms are 10'x10'x10' cubes. Remaining at a height of 10' avoids their influence...
Swarm Attack, M: 3d6 ⇒ (2, 5, 6) = 13 damage, plus Poison Fortitude Save DC 20, or suffer 1d4 ⇒ 2 Int Damage
Swarm Attack, S: 3d6 ⇒ (4, 5, 2) = 11 damage, plus Poison Fortitude Save DC 20, or suffer 1d4 ⇒ 3 Int Damage
Also, another Fortitude Save DC 20 at the start of your rounds, Solrisa and Mortimer, to avoid the Nausea for 1 round, due to the Swarms' Distraction.
Wormcallers Green and Red take action. Red attacks the gnome, while Green attacks the maiden.
Red throws two spells at Ascaria. Black tendrils lash out, flensing the gnome's flesh.
Ranged Touch Attack, A: 1d20 + 11 ⇒ (5) + 11 = 16 for 5d8 ⇒ (2, 6, 4, 4, 3) = 19 negative energy damage
The first spell is called Slashing Darkness.
Without hesitation, Red throws another spell, striking at Ascaria while he still remains in the doorway.
Ascaria, Will Save DC 18, or become Paralyzed.
The Wormcaller has cast Hold Person, Quickened.
Green steps away from Solrisa, and blackly lashes out at her.
Ranged Touch Attack, S: 1d20 + 11 ⇒ (20) + 11 = 31 for 5d8 ⇒ (3, 3, 2, 5, 8) = 21 negative energy damage
Confirm Critical?: 1d20 + 11 ⇒ (19) + 11 = 30 for 5d8 ⇒ (1, 8, 8, 4, 8) = 29 negative energy damage
It, too, attempts the same maneuver as Red.
Solrisa, Will Save DC 18, or become Paralyzed.
Round 2
Wormswarms-23+
Wormcallers- 23 (-55hpG, -35hpR)
Solrisa- 17 (-50hp, Fort Save DC 20, Fort Save DC 20, Will Save DC 18)
Mortimer- 16 (Fort Save DC 20, Fort Save DC 20, Will Save DC 20)
Wormcaller Blue- 14 (-45hp)
Eri- 13
Eidi- 5 (Will Save DC 19)
Ascaria- 5 (-19hp, Will Save DC 18)
The Party is up!
Party Buffs
Heroes' Feast
Prayer

Solrisa Iome Arabasti |

1d20 + 18 ⇒ (5) + 18 = 23 Fort
1d20 + 18 ⇒ (4) + 18 = 22 Fort
1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34 Will
Jeebus. This is getting scary.
Solrisa tints green, then greener, then a bit black, then reverts back to her original shade of joy. She still smiles, mostly unaffected by the experience.
Attacks on the morrow when I see a map. Should be -61 damage, 11 from the swarm.

Eri Nandri |

Round 2 Init 13 AC: 19
spellcraft DC: 22: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22 Prayer
Eri will use a second level scroll to cast Parchment Swarm as 20’ radius spread centered on the fountain using Selective spell to carefully carve out the party from damage.
REF DC:22
Spell Pen: 1d20 + 16 ⇒ (17) + 16 = 33
damage: 14d6 ⇒ (4, 2, 2, 1, 3, 1, 3, 6, 5, 3, 4, 3, 5, 6) = 48
Eri’s face forms into a look of concentration as he moves 5 feet closer.
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 3/4 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 (2/5 per day) (Parchment Swarm, Sonic Thrust)
Sixth Level: DC:22 (1/4 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)]

Ascaria |

Round: 2, Initiative: 5
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (12/20m), Brightest Light (1/13h), Prayer (2/14r), Blessings of Fervor (1/14r)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (6/10)(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 (3/3) (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,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) 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): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (2/7) 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): (4/6) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (23): (4/4) Cure Serious Wounds Mass, Greater Restoration, Particulate Form
* Caster Level +2
Will: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 (feast, prayer) vs DC 18 or be paralyzed.
Ascaria slows briefly, before speeding up again normally. ”Damn spell chuckers.” he swears even as he takes a little injury from Mort and Sol.*
Intent on ending the battle as quickly as possible, Ascaria 5’ steps and casts Blessing of Fervor on those he can reach, namely himself, Mort, and Sol.
Intent on harming the worms, he quickly (move) channels energy to harm (this provides no healing to the party).
Channel Energy (harm): 9d6 ⇒ (3, 5, 6, 2, 3, 1, 1, 5, 2) = 28 (Will DC 26 for half)
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
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 and all opposition)
* Mort and Sol each heal 5hp of damage thanks to Ascaria.

Solrisa Iome Arabasti |

Round 2, Init 17
Solrisa steps up higher and lunges down to strike at green.
Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 ⇒ (7) + 21 - 4 + 1 + 1 = 26 to hit; (-PA,+feast,+height,+haste)
1d10 + 7 + 8 + 1d6 ⇒ (9) + 7 + 8 + (4) = 28 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 1 + 1 ⇒ (5) + 16 - 4 + 1 + 1 = 19 to hit; (-PA,+feast,+height,+haste)
1d10 + 7 + 8 + 1d6 ⇒ (5) + 7 + 8 + (6) = 26 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 1 + 1 ⇒ (16) + 11 - 4 + 1 + 1 = 25 to hit; (-PA,+feast,+height,+haste)
1d10 + 7 + 8 + 1d6 ⇒ (2) + 7 + 8 + (3) = 20 magic w/electrical damage
Hasted Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 ⇒ (14) + 21 - 4 + 1 + 1 = 33 to hit; (-PA,+feast,+height,+haste)
1d10 + 7 + 8 + 1d6 ⇒ (7) + 7 + 8 + (6) = 28 magic w/electrical damage
8d6 ⇒ (6, 2, 2, 2, 5, 2, 2, 2) = 23 LoH
AC= 33-2 (lunge)=31 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]
HP=87/117
Right hand = long sword
Left hand = shiny shield
LoH 1/11 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 ⇒ (10) + 7 + 8 + (4) = 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 ⇒ (5) + 9 + 12 + (4) = 30 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.

Mortimer Smith |

Round 2, Init 16
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
WillDC20: 1d20 + 11 + 1 + 1 ⇒ (8) + 11 + 1 + 1 = 21
"BOOYAH, BABY, I'LL STICK WITH THE BEER, THANKS!" Mortimer suddenly bellows for no reason whatsoever.
FortDC20Nausea: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
FortDC20Poison: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 +4 if inhaled/contact poison
While I'm at it...
Swift for Dragon Roar
Mortimer takes a five foot step back, inhales deeply and emits a bone rattling howl.
This cone roar affects Swarm, Green and Blue as indicated on map.
Damage: 2d8 + 10 + 8 + 1d6 + 1d6 + 1d6 + 1 ⇒ (4, 4) + 10 + 8 + (3) + (1) + (2) + 1 = 33 +Dragon, +PA, Amulet_Cold? Amulet_Acid? +AcidRoar, +Prayer, Good, Magic, Silver and Cold Iron
Also, if Shakable, WillDC21 or be shaken for Quake: 1d4 ⇒ 2 rounds.
Hits: 102
Damage: 2d8 (Monk’s robe)
AC: 37 (buckler,Magic Vestment, Barkskin, Smite)
Slots:
Martial Flexibility: 5 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 12 / 14
ElementalFists: 13/14
Lightning 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)
--------------------------------------------------------------------
(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+18
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

GM Rat Sass |

Mortimer manages to endure his own barrage, before bellowing against the Wormcallers and the Wormswarm. Undead and Swarms are immune to mind-affecting conditions, unless the Swarm has a Hive Mind, which, in this case, it does not. So, no worries about the Shaken threat, only the concussion.
Will Save DC 21, Blue: 1d20 + 14 - 1 ⇒ (18) + 14 - 1 = 31
Will Save DC 21, Green: 1d20 + 14 - 1 ⇒ (14) + 14 - 1 = 27
Will Save DC 21, WS: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5
Cones emanate from intersections on the map, not character token center mass, for future reference.
Wormcaller Blue doesn't slack in his duties, lashing back at the intruders with its own divine wrath, despite the half-elf's frustrations.
Concentration, Combat Casting: 1d20 + 12 + 4 ⇒ (4) + 12 + 4 = 20
The Wormcaller has cast Flame Strike.
A greenish-white column of malevolent flame erupts in the hallway, enveloping Eidi and Ascaria.
12d6 ⇒ (5, 2, 2, 1, 1, 4, 6, 1, 1, 2, 3, 4) = 32 Half Fire/Half Divine Damage, Reflex Save DC 21 for half damage.
Eri lays down more magical paper shredding damage, catching the entirety of evil in the room, punishing the collective for their proximity to one another.
Wormswarm, R: 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24
Wormswarm, B: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13
Wormswarm, G: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29
Wormcaller R: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25
Wormcaller B: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27
Wormcaller G: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Eidi lays down some licorice, and all are Hasted. Ascaria decides the best defense is a good offense, and lays down Cayden's might not to heal, but to damage the undead in the room.
Wormswarm, R: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
Wormswarm, B: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
Wormswarm, G: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Wormcaller R: 1d20 + 14 - 1 ⇒ (3) + 14 - 1 = 16
Wormcaller B: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30
Solrisa manages to strike Green once, gifted with the half-elf's hastened energy while shirking off a wave of manipulative magics.
...
The remaining opposition fights back with quiet determination.
The only Wormswarm, Blue, to share a square with the giant does its damage, before it drifts towards the Blue Wormcaller.
Swarm Attack, M: 3d6 - 1 ⇒ (2, 5, 3) - 1 = 9 damage, plus Poison Fortitude Save DC 20, or suffer 1d4 ⇒ 4 Int Damage
The Red Wormswarm dissolves into nothingness, as the Red Wormcaller appears much healthier than moments before.
The Green Wormswarm moves into Mortimer's space, hoping to find some means of integrating with living flesh.
The Red Wormcaller, now emboldened with unlife-sustaining support, takes action against Ascaria, but more as an anchor point for a much graver attack.
The Wormcaller has cast Mass Inflict Moderate Wounds.
2d8 + 12 - 1 ⇒ (7, 5) + 12 - 1 = 23 negative energy damage
I think that gets everyone, so everyone can roll up a Will Save DC 22 for half damage.
As you remain the vicinity of the Fountain, you're tugged at again. Your throat momentarily feels parched, and the Fountain offers itself up to you.
Will Save DC 20, this time. Fail, and your next action is a compulsion to drink.
Round 3
Wormswarms-23+ (-111hpB, -52hpG)
Wormcallers- 23 (-141hpG)
Mortimer- 16 (-33hp?, Fortitude Save DC 20, Will Save DC 22, Will Save DC 20)
Wormcaller Blue- 14 (-85hp)
Eri- 13 (-24hp?, Will Save DC 22)
Eidi- 5 (-56hp?, Reflex Save DC 21, Will Save DC 22)
Ascaria- 5 (-75hp?, Reflex Save DC 21, Will Save DC 22)
Solrisa- 4 (-61hp?, Delayed to benefit from Haste, Will Save DC 22)
The Party is up!
Party Buffs
Heroes' Feast
Prayer

Ascaria |
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Round: 3, Initiative: 5
Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (12/20m), Brightest Light (1/13h), Prayer (3/14r), Blessings of Fervor (2/14r)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (4/10)(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 (3/3) (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,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) 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): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (2/7) 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): (4/6) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (23): (3/4) Cure Serious Wounds Mass, Greater Restoration, Particulate Form
* Caster Level +2
Auto make DC 20 spellcraft with prayer
Reflex: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24 (prayer) vs DC 21 for half of 32
Auto make DC 18 spellcraft
Will: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 (feast, prayer) vs DC 22 for half of 23
Ascaria reels from the damage even as more is applied.*
He gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from Blessing of Fervor.
Ascaria is breathing heavily as the damage pummels his little form. ”Oh yeah? Two can play at that game mister!”
Seeing that they’re all taking damage from his channel energy, he casts Cure Serious Wounds, Mass (effecting the swarms (if possible, not really sure on that one) the worm callers, Mort, Sol, and Ascaria).
Cure Serious Wounds: 3d8 + 15 ⇒ (5, 7, 3) + 15 = 30
He then speedily channels energy to heal the party, effecting everyone and carving out the usual enemies in case they have some weird ability…
Channel Energy (healing): 9d6 + 1 ⇒ (2, 5, 4, 4, 5, 3, 5, 1, 2) + 1 = 32
Group effects
Air Walk Communal (everyone)
Blessing of Fervor (Ascaria, Mort, & Sol)
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 and all opposition)
* Eidi, Eri, Mort and Sol each heal 5hp of damage thanks to Ascaria.

Eidi |

Ref+HR+haste+BoF+prayer: 1d20 + 9 + 2 + 1 + 2 + 1 ⇒ (4) + 9 + 2 + 1 + 2 + 1 = 19
Will+HR+prayer: 1d20 + 18 + 2 + 1 ⇒ (7) + 18 + 2 + 1 = 28 +2 vs enchantments, fears and death effects
Eidi takes the tough fires, then walks closer enough to the enemies to raise his symbol and punish back with holy smite magics.
Damage: 5d8 ⇒ (7, 8, 3, 8, 4) = 30
Will DC 17 for half and no blinding
and healing Grace to heal +4 up to Ascaria
HP 90/129

Mortimer Smith |

FortDC20: 1d20 + 14 + 1 + 1 ⇒ (12) + 14 + 1 + 1 = 28

Solrisa Iome Arabasti |

Round 3, Init 17
Solrisa steps up to blue and strikes down.
Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 + 2 + 1 ⇒ (18) + 21 - 4 + 1 + 1 + 2 + 1 = 40 to hit; (-PA,+feast,+height,+haste,+BoF,+prayer)
1d10 + 7 + 8 + 1d6 + 1 ⇒ (3) + 7 + 8 + (6) + 1 = 25 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 1 + 1 + 2 + 1 ⇒ (20) + 16 - 4 + 1 + 1 + 2 + 1 = 37 to hit; (-PA,+feast,+height,+haste,+BoF,+prayer)
1d10 + 7 + 8 + 1d6 + 1 ⇒ (2) + 7 + 8 + (6) + 1 = 24 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 1 + 1 + 2 + 1 ⇒ (20) + 11 - 4 + 1 + 1 + 2 + 1 = 32 to hit; (-PA,+feast,+height,+haste,+BoF,+prayer)
1d10 + 7 + 8 + 1d6 + 1 ⇒ (2) + 7 + 8 + (4) + 1 = 22 magic w/electrical damage
Hasted Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 + 2 + 1 ⇒ (1) + 21 - 4 + 1 + 1 + 2 + 1 = 23 to hit; (-PA,+feast,+height,+haste,+BoF,+prayer)
1d10 + 7 + 8 + 1d6 + 1 ⇒ (2) + 7 + 8 + (5) + 1 = 23 magic w/electrical damage
Pot crits:
Power attack. One hand.
1d20 + 21 - 4 + 1 + 1 + 2 + 1 ⇒ (5) + 21 - 4 + 1 + 1 + 2 + 1 = 27 to hit; (-PA,+feast,+height,+haste,+BoF,+prayer)
1d10 + 7 + 8 + 1d6 + 1 ⇒ (8) + 7 + 8 + (4) + 1 = 28 magic w/electrical damage
Power attack. One hand.
1d20 + 16 - 4 + 1 + 1 + 2 + 1 ⇒ (13) + 16 - 4 + 1 + 1 + 2 + 1 = 30 to hit; (-PA,+feast,+height,+haste,+BoF,+prayer)
1d10 + 7 + 8 + 1d6 + 1 ⇒ (9) + 7 + 8 + (3) + 1 = 28 magic w/electrical damage
Power attack. One hand.
1d20 + 11 - 4 + 1 + 1 + 2 + 1 ⇒ (18) + 11 - 4 + 1 + 1 + 2 + 1 = 30 to hit; (-PA,+feast,+height,+haste,+BoF,+prayer)
1d10 + 7 + 8 + 1d6 + 1 ⇒ (3) + 7 + 8 + (2) + 1 = 21 magic w/electrical damage
AC= 33-2 (lunge) =31 [26 (+11 armor +1 dex +1 NA +2 def + 1 dodge) + 5 shield +2 Barkskin]
HP=87/117 - Fully healed after Ascaria's turn.
Right hand = long sword
Left hand = shiny shield
LoH 1/11 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 ⇒ (3) + 7 + 8 + (4) = 22 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 ⇒ (1) + 9 + 12 + (6) = 28 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.

Mortimer Smith |

Round 3, Init 16
Seeing Sol step up and start winding down Blue, Mort steps over to Red.
Elemental Fist, Fire
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Right Hook: 1d20 + 21 ⇒ (8) + 21 = 29 -PA, +BoF, +Haste, +Prayer, +Feast, +Terrain
for Damage: 2d8 + 10 + 8 + 1 + 1d6 + 1d6 + 1d6 ⇒ (3, 4) + 10 + 8 + 1 + (2) + (5) + (5) = 38 +Dragon, +PA, +Prayer, +Cold, +Acid, +Fire, Good, Cold Iron, Silver, Magic
Left Hook: 1d20 + 21 ⇒ (3) + 21 = 24 -PA, +BoF, +Haste, +Prayer, +Feast, +Terrain
for Damage: 2d8 + 7 + 8 + 1 + 1d6 + 1d6 + 1d6 ⇒ (5, 7) + 7 + 8 + 1 + (4) + (4) + (1) = 37 +Dragon, +PA, +Prayer, +Cold, +Acid, +Fire, Good, Cold Iron, Silver, Magic
Left Jabbbabab: 1d20 + 16 ⇒ (1) + 16 = 17 -PA, +BoF, +Haste, +Prayer, +Feast +Terrain
for Damage: 2d8 + 5 + 8 + 1 + 1d6 + 1d6 + 1d6 ⇒ (8, 5) + 5 + 8 + 1 + (6) + (3) + (5) = 41 +PA, +Prayer, +Cold, +Acid, +Fire, Good, Cold Iron, Silver, Magic
Mort nearly knocks himself out.
Right Forearm Swing: 1d20 + 11 ⇒ (4) + 11 = 15 -PA, +BoF, +Haste, +Prayer, +Feast, +Terrain
for Damage: 2d8 + 5 + 8 + 1 + 1d6 + 1d6 + 1d6 ⇒ (1, 4) + 5 + 8 + 1 + (6) + (1) + (2) = 28 +PA, +Prayer, +Cold, +Acid, +Fire, Good, Cold Iron, Silver, Magic
Haste
Right BackFist: 1d20 + 21 ⇒ (13) + 21 = 34 -PA, +BoF, +Haste, +Prayer, +Feast, +Terrain
for Damage: 2d8 + 5 + 8 + 1 + 1d6 + 1d6 + 1d6 ⇒ (6, 4) + 5 + 8 + 1 + (1) + (1) + (4) = 30 +PA, +Prayer, +Cold, +Acid, +Fire, Good, Cold Iron, Silver, Magic
Hits: 102 [-13, +5][-9, +5][+32]
Damage: 2d8 (Monk’s robe)
AC: 37 (buckler,Magic Vestment, Barkskin, Smite)
Slots:
Martial Flexibility: 5 / 10
Shirt: 10 / 10
KO: 2 / 2
StunningFists: 12 / 14
ElementalFists: 12/14
Lightning Sword Fly: 3/3
Saves:
Fort+15 ( Prayer) +4 vs inhaled and contact poisons (Trait), +2 vs. disease, +4 vs. poison / fear (Feast)
Reflex+17 (Prayer)
Will +12 (+Feast, Prayer) +2 vs sleep, paralysis and stun (Dragon)
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+18
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

Eri Nandri |

Round 3 Init 13 AC: 21 (BoF)
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex Saves
Will DC:22: 1d20 + 10 + 1 + 1 ⇒ (16) + 10 + 1 + 1 = 28 Prayer, feast
Eri will move up and use a second level scroll to cast Parchment Swarm as 20’ radius spread centered on the fountain using Selective spell to carefully carve out the party from damage.
REF DC:22
Spell Pen: 1d20 + 16 ⇒ (6) + 16 = 22
damage: 14d6 ⇒ (3, 4, 2, 4, 2, 3, 1, 3, 3, 5, 6, 6, 1, 3) = 46
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 3/4 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 (2/5 per day) (Parchment Swarm, Sonic Thrust)
Sixth Level: DC:22 (0/4 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 |

The Blue Wormcaller celebrates the glory of Kyuss, lashing out at the maiden as she prepares to engage him, after Green's fall.
Ranged Touch Attack, S: 1d20 + 11 ⇒ (9) + 11 = 20 for 5d8 ⇒ (3, 3, 7, 3, 7) = 23 damage, Empowered for a total of 34 negative energy damage
It's his last act, as Solrisa shatters the abomination with her first critically-placed strike.
The combined magical might, both arcane and divine, bring the chamber to a fevered intensity of power, all bearing down on the last Wormcaller, and the remaining Wormswarms foolish enough to have followed the Outcasts into the room.
All three entities succumb to the overwhelming focused fire- Mortimer smashes Red twice, while Eri's Parchment Swarm, Eidi's Holy Smite, Ascaria's Serious Healing give no time for Wormswarm and Wormcaller to mate.
The chamber falls silent.
Combat is Over
Mortimer's proximity to the Fountain doesn't go unheeded.
Will Save DC 20: 1d20 + 11 + 1 + 1 ⇒ (17) + 11 + 1 + 1 = 30
Anyone who approaches the Fountain will feel the same compulsion, as long as they remain within 10' of the Fountain of Green Temptation.

Eidi |

" That was a feast of worms" Eidi approaches Ascaria and offers his help to complete healing up.
Pearl of power III to CSW+healing grace: 3d8 + 11 + 3 ⇒ (7, 6, 8) + 11 + 3 = 35
Waiting for Ascaria to absorb Eidi's 30 damage
HP 125/129
Then he goes to the fountain and further examines it.
Will (fail on a 1): 1d20 ⇒ 16
K. Arcana+HR+prayer: 1d20 + 23 + 2 + 1 ⇒ (12) + 23 + 2 + 1 = 38
K. Religion+HR+prayer: 1d20 + 25 + 2 + 1 ⇒ (6) + 25 + 2 + 1 = 34
K. Planes+HR+prayer: 1d20 + 21 + 2 + 1 ⇒ (4) + 21 + 2 + 1 = 28
K. History+HR+prayer: 1d20 + 12 + 2 + 1 ⇒ (20) + 12 + 2 + 1 = 35
Perception+HR+prayer: 1d20 + 19 + 2 + 1 ⇒ (13) + 19 + 2 + 1 = 35

Mortimer Smith |

Mortimer rapidly retreats from the Fountain.
"O.K. -- what is that?" he gasps, breathing heavily from the recent battle, which quickly fades from his memory as he tries to turn the group's attention to the biggest threat in the room. "Why is it hard to find no reason to drink from it whenever you're near it? I want to destroy it!"
Perception: 1d20 + 21 ⇒ (5) + 21 = 26 What's it made of? Are there any weak points?

Ascaria |

Equipped = None
Conditions = Heroes’ Feast (1/12h), Magic Vestment (+3, 1/13h), Status (1/13h, Eidi, Eri, Mort, Sol), Air Walk Communal (12/20m), Brightest Light (1/13h)
Life Link (14)(100’) = Eidi, Eri, Mort, Sol
Channel Energy (4/10)(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 (3/3) (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,
Zero (16): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (17): (6/8) 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): (3/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (20): (2/7) 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): (4/6) Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (23): (2/4) Cure Serious Wounds Mass, Greater Restoration, Particulate Form
* Caster Level +2
Eidi - I was pretty healthy at the end there, but Sol took a crack if you want to heal her. That plus what I'm doing below should top everyone off.
Ascaria absorbs the injuries of the party for another round*, before topping them off with a Mass Cure Serious Wounds.
Cure Serious Wounds: 3d8 + 15 ⇒ (3, 5, 4) + 15 = 27
If you are still wounded, please let me know. I'll likely start with d8+6 castings of CLW if you want to help yourself.
Ascaria looks around and whistles. "We got lucky one or two times there. Man those guys are nasty."
Keeping his distance, he looks at the fountain casually, waiting for Eidi's judgement.
Group effects
Air Walk Communal (everyone)
Heroes' Feast (9 temp HP, +1 attacks & will saves and +4 saves vs fear & poison (morale))(everyone)
* Eidi, Eri, Mort and Sol each heal 5hp of damage thanks to Ascaria.

GM Rat Sass |

1d20 ⇒ 15
1d20 ⇒ 13
1d20 ⇒ 16
1d20 ⇒ 4
1d20 ⇒ 18
Eidi becomes more intimate with the Fountain of Green Temptation, brushing off the now known compulsion It seeks to impose on those within 10' of It.
It takes the half-elf several moments of quiet contemplation in the presence of the Fountain, before Eidi takes a step backwards, content with his study.
The Fountain is an eldritch magic, of this, you are certain. Its presence here is a seat of necromantic power, a Fountain for the creation of undead, of the Spawn of Kyuss from either Small, Medium, or Large creatures.
The water of the Fountain is a powerful illusion- the Fountain is truly filled with tiny Kyuss worms, which, when consumed, begin the creation process. The Fountain ensures the consumption under false pretenses, for lesser minds...
As soon as Eidi has finished interacting with the Fountain of Green Temptation, all present are struck blind of the current environs, and instead witness another Vision. Your Fifth, so far.
The immediate surroundings waver and fade, replaced by a bird’s-eye view of the city of Kuluth-Mar at its height. The streets are empty, as the thousands of citizens seem to have gathered in a mass in the central plaza surrounding the Spire of Long Shadows.
Suddenly, a foul energy wells from the spire at the center of the city, sweeping outward and felling the living as it passes. For each creature that falls, you feel a silent but potent sense of wrongness, as some indescribable part of the creature, perhaps its soul, is drawn back toward the Spire of Long Shadows to be absorbed by the strange black monolith of stone balanced at its peak. As the energy builds around the peak, a shimmering image of a colossal humanoid figure, its body composed of a million writhing worms, takes form around the Spire of Long Shadows, its arms raised in triumph. Yet in another moment, that triumphant pose seems to change to one of rage, and a soul-wrenching cry of fury tears from the undulant face. The image shrinks, pulled into the stone monolith at the Spire’s peak, imploding with a horrific wet burst.
In an instant, the city is quiet again, yet as the vision fades, the first signs of unlife spread through the thousands of dead bodies strewn around the ziggurat’s base as bodies, now festering with green worms rise from death.
The wash of energy that was drawn out of the crowd was not only the souls of Kyuss’ minions, but also their faith in their King. The Spire drew upon their lives and faith in a way that reverses the channeling of divine power from a deity to Her cleric, in effect channeling this faith into a singularity—the monolith at the peak of the Spire. The possibilities of what a powerful creature could do with this much devotional energy are staggering—ascension to godhood is perhaps the most obvious use for such energies. The enormous figure that appeared was Kyuss, yet somehow he was not able to control his apotheosis and became trapped in the monolith.

Eidi |
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"So that was the end of Kuruth-Mar... I wonder what made the figure enrage in the last moment. It was all done in purpose or the explosion and raise was more of an accident? I am inclined to the accident, but what was the cause then?"
Eidi points to the fountain then " It's just an illusion, in fact It's just full of worms. Let me cleanse this place "
Eidi approaches once more the fountain and casts consecrate on it.
K. Religion+HR+prayer: 1d20 + 25 + 2 + 1 ⇒ (17) + 25 + 2 + 1 = 45
After some thought Eidi adds " The figure should be Kyuss and what we witnessed was a reverse channeling of faith from followers to the one they follow, Kyuss. I believe the ritual was most probably intended to ascend Kyuss into godhood. He somehow became trapped in the appex of the pyramid. We have to find out how to put an end to this there "

Ascaria |

Ascaria waits as the vision washes over him. "How unpleasant! Glad he never made it to godhood. Ugh."
He watches Eidi bring forth powerful magics to cleanse the chamber. "Yeah, this is definitely messed up right here. Totally messed up." He waits for the others to be ready, before heading toward the southern door (moved on map).
"Let's hurry, we'll need to renew the air walk soon."

GM Rat Sass |

No flaws in the Fountain's exterior that you can see. It's made of the same stone you've encountered through the whole of the Ziggurat.
As for construction, you'd understand it more by applying an understanding in Engineering, and in Arcana.

Mortimer Smith |

Yet in another moment, that triumphant pose seems to change to one of rage, and a soul-wrenching cry of fury tears from the undulant face. The image shrinks, pulled into the stone monolith at the Spire’s peak, imploding with a horrific wet burst.
Mortimer winces and shields his face with his arm.
[ ... ]
Eidi points to the fountain then " It's just an illusion, in fact It's just full of worms. Let me cleanse this place "
Eidi approaches once more the fountain and casts consecrate on it.
Mortimer remembers to breathe. Yes, yes -- that's probably better than what I had in mind.
"Let's hurry, we'll need to renew the air walk soon."
Mortimer watches the gnome tear off to the south, a puzzled look upon his face. He turns to the Theurge.
"Didn't you say 'apex'?"

Solrisa Iome Arabasti |

1d20 + 16 ⇒ (15) + 16 = 31 Know (religion)
"We have to find out how to put an end to this there ."
As Eidi examines the font, Solrisa draws her bashing 'star, sheathing her sword and shield. She holds her morningstar in two hands, ready to deliver a beating unto the font like no mortal has beat a fountain ever before...if Eidi thinks it is a good idea. She is happy to destroy the font, it is something The Dragon would wish. She knows Eidi is right in this.
"OH!!!" Solrisa puts away her morningstar, then draws Blue SpRae, her adamantine sword, still stands ready to smite the font into dust.
Solrisa smiles at the party, waiting to make sure it's okay to do so.

GM Rat Sass |

Eidi steps forward to engage the Fountain of Green Temptation with his personal consecration of the area, and finds his magic has a singular effect- everyone who looks upon the Fountain can now easily see that the water contained therein is an amalgam of Kyuss worms, undulating with fluid dynamics.
The desire to drink from the Fountain continues to tug at your throats, nonetheless.
The attempt at suppression/cursing upon the Fountain indicates that the black marble must surely contain a shard of Kyuss Himself, as it was not possible to sever the link between possible shrine and dedicated god power.
This is a Major Artifact, and is not easily destroyed. The maiden's desire to beat upon it with her adamantine blade will likely only succeed in making Solrisa's shoulders and forearms ache, given time.

Mortimer Smith |

Mortimer looks ever more and more agitated as the Fountain still appears to have potential influence over him and his friends.
"So, did the magic not work? If not, can we physically attack it and destroy it?"
Fists cocked as he faces off with the Fountain, Mortimer pauses to look to Eidi for guidance.

Eidi |

K. Arcana+HR+prayer: 1d20 + 23 + 2 + 1 ⇒ (3) + 23 + 2 + 1 = 29
" The consecration did not fully work. The black marble must surely contain a shard of Kyuss wich makes it impossible to severe the link with him" Eidi softly stops Solrisa "I will not stop you trying, but this is a major artifact, it will not be that easily destroyed "
He then joins Ascaria to the South "We better explore all this first. Any detail might be primal on defeating Kyuss "

Solrisa Iome Arabasti |

"Oh Eidi! I just have to try! It will be fun and will just take a moment!" Solrisa smiles at Eidi, hopeful and joyful at the chance to do her best.
Solrisa launches into a dizzying display of failure in trying to hack the fountain to dust...she fails, sweating, and tired. But she smiles anyway. She tried her best. She put the work in and it just wasn't meant to be.
"I bet my sister Rae could have done it!" Solrisa cheers, inspecting her blade for chips and nicks.
She will then join the party in going to the south.

Solrisa Iome Arabasti |

"There are a lot of wormies here, Ascaria," Solrisa mentions as if the multitude of hordes of mobs of worms has finally been noticed by her. "We should probably find a way to destroy this entire place because we don't want these worms to get out."
When others are ready, Solrisa will open the next set of doors.

GM Rat Sass |

The Outcasts return to the southwest corridor, and the upopened door waiting at the southern end. As Solrisa presses the door forward, all of you can hear a large, or maybe tall, stack of books falling to the floor.
Nests of tattered books, bits of fabric, and other refuse lie scattered about the chamber, curved troughs each big enough to fit a worm the size of a small horse. There’s a disconcerting symmetry to the way the nests are positioned in the room, a marker of an alien will making itself at home amid the refuse of Kyuss’ arrogance and power. The ceiling rises to a height of 30'.
From across the room, the head of a Bloatworm raises up and above the nearby stack of books, to address the newcomers.
"Well. Hello. Do any of you happen to possess the power of teleportation?"
It remains where it stands, and watches you intently.
Roll20 Map has been updated.

Eidi |

Trying to avoid thinking on the teleportation Eidi speaks up from the back "I think we have not been properly presented. We are the Outcasts and come from Diamond Lake. So, whom do we have the pleasure to talk to?"
K. Dungeoning+HR: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Diplomacy+HR: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23