
Sebecloki |

Miqeo Fri, Jan 3, 2020, 04:17 pm | Flag | List | Reply
1 person marked this as a favorite. +
map Half-fiend Imperial Foo Cat Fey Adept(Skulker)/Incanter/Symbiat(Invidian) 6
Uncle KnivesI'll take the initiative too, and also i already have up my illusion covering the hole they are coming through. it covers the entire hole to a depth of 30ft. Theyll all have to make saves to get through, and any who fail i will have them turn right back around and move to the opposite edge of the illusion from me (potentially blocking or hitting others in reality, but there is no mechanical basis for that technically as they can let their allies through, but if they choose to attack i will have them attack their own allies).
the illusion is a dark storm brimming with lightning elementals. any who pass through will have to make a save DC 46 will save (rolling twice, taking worst). It fools the same host of senses that all my illusions fool, though i think that doesn't matter based on the stats you posted for them. On a pass, they take half damage (modified appropriately for vulnerability); on a fail, they take 53 lightning damage, 79 if they are vulnerable which i believe most of them are. If they choose to attack any lightning elementals, I redirect their attacks to other myceloids and mounts. they make the same attack rolls and damage against their new targets. I also redirect any spells and abilities accordingly.
i use my actions to direct these illusions this round. doesn't matter when in the round i go, the same thing happens as long as i go before the enemies
Cutting and pasting for reference: can the monsters actually attack anyone at this point, or is everyone invisible, etc.?

Cae Leonidas |

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Round 1:
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Cae sings a song, offering inspiration to his allies, and woe to his enemies.
Aura of Purity(10'): Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated.
Aura of Insight(6 rounds): +2 insight bonus on attack rolls, AC, and skill checks(all PCs)
Aura of Divine Favor(30'): +3 luck bonus on attack and weapon damage rolls
Aura of the Sun(50'): +3d4 fire damage to weapon rolls
Fortune Hex: Re-roll any ability check, attack roll, saving throw, or skill check, taking the better result once per round
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Std: Aura of Insight
Std(SS): Misfortune Hex(Split Hex-both ogres)
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SP: 88/89
Disappear:6/9
Insight: 2/6
MP: 7/9
Vision: 1/2
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Vyse:
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...while Vyse disappears, and croons in harmony.
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Std: Disappear
Std(SS): Cackle
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Buff-Disappear: 10 rounds
SP: 18/22
Disappear: 3/6
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Both ogres make Will saves (DC:49) or are hit by Misfortune Hex(3 rounds): Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.

Sebecloki |

OK re-posting stats. The Shroomammoth can hit Jimblee. These three creatures have had mythic haste cast upon them, with an augment, so they each get an extra attack per round.
The Shroomammoth is the only one tall enough to hit Jimbli, so it's going to attack him.
The Shroomammoth is going to try to grapple Jibli with it's tentacle to swallow him.
The two Ragers of Shabadragoomoth will attack Hamza. Each of them gets five attacks per round with the haste.
Shroomammoth vs. Jimbli
Rolling everything twice, taking lower value per Cae's curse.
Bite
Bite: 1d20 + 330 ⇒ (6) + 330 = 336
Bite: 1d20 + 330 ⇒ (1) + 330 = 331
Bite: damage: 4d8 + 23 ⇒ (2, 7, 6, 6) + 23 = 44
Bite: damage: 4d8 + 23 ⇒ (2, 7, 1, 6) + 23 = 39
Extra attack from Haste
Bite: 1d20 + 330 ⇒ (20) + 330 = 350
Bite: 1d20 + 330 ⇒ (7) + 330 = 337
Bite: damage: 4d8 + 23 ⇒ (1, 4, 6, 5) + 23 = 39
Bite: damage: 4d8 + 23 ⇒ (2, 2, 1, 8) + 23 = 36
Tendril #1
Tendrils: 1d20 + 325 ⇒ (14) + 325 = 339
Tendrils: 1d20 + 325 ⇒ (8) + 325 = 333
Tendril: damage: 2d6 + 12 ⇒ (6, 3) + 12 = 21
Tendril: damage: 2d6 + 12 ⇒ (5, 2) + 12 = 19
Tendril #1
Tendrils: 1d20 + 325 ⇒ (3) + 325 = 328
Tendrils: 1d20 + 325 ⇒ (17) + 325 = 342
Tendril: damage: 2d6 + 12 ⇒ (1, 5) + 12 = 18
Tendril: damage: 2d6 + 12 ⇒ (1, 4) + 12 = 17
Ragers of Shabadragoomoth vs. Hamza
Rager #1
Attack: 1d20 + 96 ⇒ (7) + 96 = 103
Attack: 1d20 + 96 ⇒ (4) + 96 = 100
damage: 4d8 + 32 ⇒ (2, 4, 4, 8) + 32 = 50
damage: 4d8 + 32 ⇒ (1, 1, 5, 5) + 32 = 44
Attack: 1d20 + 91 ⇒ (18) + 91 = 109
Attack: 1d20 + 91 ⇒ (20) + 91 = 111
damage: 4d8 + 32 ⇒ (8, 8, 4, 7) + 32 = 59
damage: 4d8 + 32 ⇒ (3, 8, 5, 8) + 32 = 56
Attack: 1d20 + 86 ⇒ (9) + 86 = 95
Attack: 1d20 + 86 ⇒ (20) + 86 = 106
damage: 4d8 + 32 ⇒ (6, 3, 7, 4) + 32 = 52
damage: 4d8 + 32 ⇒ (1, 2, 2, 2) + 32 = 39
Attack: 1d20 + 81 ⇒ (12) + 81 = 93
Attack: 1d20 + 81 ⇒ (5) + 81 = 86
damage: 4d8 + 32 ⇒ (5, 2, 8, 4) + 32 = 51
damage: 4d8 + 32 ⇒ (8, 3, 1, 5) + 32 = 49
Attack: 1d20 + 76 ⇒ (8) + 76 = 84
Attack: 1d20 + 76 ⇒ (14) + 76 = 90
damage: 4d8 + 32 ⇒ (8, 2, 3, 1) + 32 = 46
damage: 4d8 + 32 ⇒ (1, 8, 1, 3) + 32 = 45
Rager #2
Attack: 1d20 + 96 ⇒ (6) + 96 = 102
Attack: 1d20 + 96 ⇒ (12) + 96 = 108
damage: 4d8 + 32 ⇒ (8, 1, 5, 1) + 32 = 47
damage: 4d8 + 32 ⇒ (2, 8, 8, 7) + 32 = 57
Attack: 1d20 + 91 ⇒ (20) + 91 = 111
Attack: 1d20 + 91 ⇒ (15) + 91 = 106
damage: 4d8 + 32 ⇒ (2, 3, 3, 6) + 32 = 46
damage: 4d8 + 32 ⇒ (5, 6, 7, 5) + 32 = 55
Attack: 1d20 + 86 ⇒ (5) + 86 = 91
Attack: 1d20 + 86 ⇒ (7) + 86 = 93
damage: 4d8 + 32 ⇒ (2, 6, 5, 4) + 32 = 49
damage: 4d8 + 32 ⇒ (2, 1, 8, 3) + 32 = 46
Attack: 1d20 + 81 ⇒ (7) + 81 = 88
Attack: 1d20 + 81 ⇒ (17) + 81 = 98
damage: 4d8 + 32 ⇒ (5, 4, 8, 4) + 32 = 53
damage: 4d8 + 32 ⇒ (7, 5, 6, 7) + 32 = 57
Attack: 1d20 + 76 ⇒ (1) + 76 = 77
Attack: 1d20 + 76 ⇒ (7) + 76 = 83
damage: 4d8 + 32 ⇒ (8, 3, 3, 3) + 32 = 49
damage: 4d8 + 32 ⇒ (5, 8, 8, 7) + 32 = 60
Thorny Spellwarped Half-Fiend Fiendish Dire Tendriculos (Advanced Hit Dice) CR 162
Total XP Individual XP
1-3 4-5 6+
-600 -200 -150 -100
NE Colossal Plant
Init +7 (+3 dex, +4 Improved Initiative); Senses Perception -1
DEFENSE
AC 30 FF 27 Touch 5 (-8 size, +3 Dex , +25 natural)
Wounds 152: Vigor 8622 (442d8+6633)
Fort +239 Ref +228 Will +224
OFFENSE
Speed 20ft
Space 30 ft.; Reach 30 ft.
Base Atk +121 Grp +154
Attack: Bite +330 4d8+23
Full Attack: Bite +330 4d8+23, 2 Tendrils +325 2d6+12
Special Attacks
STATISTICS
Str 56(+23), Dex 17(+3), Con 38(+14), Int 11(+0), Wis 8(-1), Cha 5(-3)
Base Atk +330; CMB +361; CMD 374
Feats: Ability Focus(Swallow Whole/Paralysis), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Diehard, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical(Bite), Improved Critical(Tendril), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack(Bite), Improved Natural Attack(Tendril), Improved Overrun, Improved Sunder, Improved Toughness, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack, Run, Snatch Arrows, Toughness, Stunning Fist, Track, Whirlwind Attack, Total Feats 222
Skills: Perception -1 , Sense Motive +441 , Skill Points 884 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Temperate Forest
Organization: Solitary
Treasure: 1/10th coins, 50% goods, 50% items
SPECIAL ABILITIES
Improved Grab(Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.
Swallow Whole/Paralysis(Ex): Fortitude save DC 247(+221 HD, +0 Racial, +14 Con, +2 Feat) avoids paralysis.
A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant's mass, the opponent will be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant?s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos?s interior (AC 10 + 1/2 natural armor). Once the creature exits, the plant's regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration(Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.
Damage Reduction(Su): 10/magic
Cold Resistance(Ex): 10
Fire Resistance(Ex): 10
Darkvision(Ex): Darkvision up to 60ft.
Spell Resistance(Ex): 451
Smite good(Su): 1/day a fiendish creature can smite a good foe and add additional 440(1/HD) damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison(Ex): Immunities cannot be supressed for beneficial affect.
Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature's base speed increases by a number of feat equal to 5X the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Thorns(Ex): 3d8+9 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.
Huge Thorny Spellwarped Dire Ogre, 4th-Level Barbarian, Barbarian 16 CR 53
Usually Chaotic Evil Huge Aberration
Init +7 (+3 dex, +4 Improved Initiative)
AC 43 FF 40 Touch 16
(-2 size, +3 Dex , +19 natural , +8 Studded Leather +5 , +5 deflection)
HD: 96
Wounds 152; Vigor 1808 (80d8+1120, 16d12+224)
Fort +73 Ref +55 Will +54
Speed 40 ft. in hide armor (8 squares); base speed 50 ft.
Base Atk +76 Grp +109
Special Attack - Thorns: 2d6+21
Attack: + greatclub +96 4d8+32
Full Attack: +1 greatclub +96/+91/+86/+81/+76/+71/+66/+61/+56/+51/+46/+41/+36/+31/+26/+21 4d8+32 (19-20/x2)
Full Attack: javelin +77 3d6+21 (19-20/x2)
Space 15 ft. (3 squares) Reach 15 ft. (3 squares)
Abilities Str 53(+21) Dex 17(+3) Con 38(+14) Int 20(+5) Wis 14(+2) Cha 4(-3)
Stat Points Gained From Advancement: 23
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Deflect Arrows, Dodge, Endurance, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical(+1 greatclub), Improved Critical(javelin), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack(+1 greatclub), Improved Natural Attack(javelin), Improved Overrun, Improved Precise Shot, Improved Sunder
Skill Points: 725
Skills: Climb +62, Craft(All) +46, Handle Animal +38, Hide +44, Intimidate +38, Jump +62, Listen +43, Ride +44, Spot +43, Survival +43, Swim +62
Gear:
Amulet of Health +6 (36000gp) - worn
Amulet of Natural Armor +5 (25000gp) - worn
Belt of Giant Strength +6 (36000gp) - worn
Cloak of Resistance +5 (25000gp) - worn
Gauntlets of Ogre Power +2 (4000gp) - carried
Gloves of Dexterity +2 (4000gp) - worn
Headband of Intellect +6 (36000gp) - worn
Periapt of Wisdom +6 (36000gp) - worn
Ring of Protection + 5 (25000gp) - worn
Studded Leather +5 (25175gp) - worn
Total Cost of Gear: 252175gp
Darkvision(Ex): 60 ft.
low-light vision(Ex):
trap sense +(Ex): 1
uncanny dodge(Ex):
Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's spell resistance, the creature gains one of the following benefits, chosen at the time that the spell resolves.
Might: The spellwarped creature gains +4 enhancement bonus to Strength for 1 minute.
Agility: The spellwarped creature gains +4 enhancement bonus to Dexterity for 1 minute.
Endurance: The spellwarped creature gains +4 enhancement bonus to Constitution for 1 minute.
Life: The spellwarped creature gains temporary hit points equal to 5X the level of the failed spell.
Speed: The spellwarped creature's base speed increases by a number of feat equal to 5X the level of the failed spell.
Resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire, or sonic).
Spell Resistance(Ex): 91
Thorns(Ex): 2d6+19 - A thorny creature's body is covered with sharp wooden thorns. Any creature attacking a thorny creature unarmed, with a handheld weapon or with natural attacks takes damage from the creature's sharp thorns. A creature that grapples with a thorny creature take the thorns damage each round. The amount of damage is based on the creatures size and its strength modifier is always applied as well.
Rage(Ex): A barbarian can fly into a rage a certain number of times per day.
Level Uses/day
1 1
4 2
8 3
12 4
16 5
20 6
In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Indomitable Will(Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Greater Rage(Ex): At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
Improved Uncanny Dodge(Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Trap Sense(Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
Damage Reduction(Ex): 1/-
Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Advancement: By character class

Sebecloki |

Adding up damage, I don't think Hamza still has Wounds and Vigor correct. Vigor is max class health + con or cha bonus, which ever is higher; double at first level, then doubled over all. Wounds are x 8 con or cha, whichever is higher.
You may still need to use a healing surge or have someone resurrect you.

Hamza Mīnakshi |

As the first blow is about to land, Hamza is suddenly no longer there. It seems as if time itself has warped around the shadowy assassin, as one moment he is in the way of a deadly attack and the next he is some hundred feet away.
Before the first attack even hits, Hamza initiates Temporal Distortion as an immediate action, allowing him to move up to twice his speed away, without provoking attacks of opportunity. Base speed is 55ft +15ft for 3 claimed enemies = 70ft. He can thus move up to 140ft with this counter.

Sebecloki |

As the first blow is about to land, Hamza is suddenly no longer there. It seems as if time itself has warped around the shadowy assassin, as one moment he is in the way of a deadly attack and the next he is some hundred feet away.
Before the first attack even hits, Hamza initiates Temporal Distortion as an immediate action, allowing him to move up to twice his speed away, without provoking attacks of opportunity. Base speed is 55ft +15ft for 3 claimed enemies = 70ft. He can thus move up to 140ft with this counter.
The bloodthirsty warriors of the Soordogum warrens howl in furry as the yaksa skillfully eludes their grasp.

Jimbli Willit |
1 person marked this as a favorite. |

After the colossal beast snatches Jimbli out of the air in its maw, Jimbli grimaces, then wags a finger "No no! No bite!" The illusory halfling dissipates while the real Jimbli appears twenty feet further away.
(spending Mythic Point to use Mirror Dodge mythic feat as an immediate action)

Hamza Mīnakshi |

Seb, what are all of the lesser myceloids doing? I believe they all act around the same time as the 3 big bads, no?

Miqeo |
1 person marked this as a favorite. |

i think the big bads only fail on a 1 to get through my illusion, but the lesser myceloids that failed the save will then turn back and drop their spores all over each other, accomplishing nothing except clogging up the tunnel.

Hamza Mīnakshi |

I will be posting later today. I have a lot to look up, and it's going to take awhile to get it all straightened out, so I need a good chunk of free time lol

Hamza Mīnakshi |

Hamza has a standard action, and a move action before the start of his next turn. He also currently has 3 points of Vitae, which fuel some of his new abilities.
Hamza sends out a wave of draining energy, siphoning away a portion of his foes' vitality. Move action, using the Drain effect of Sanguine Empowerment, dealing 10 damage to the 3 big bads. It's untyped, and supernatural, so it should bypass any form of damage reduction.
He then channels is inner anger and wrath concentrating all of his hatred into his blade. Swift action via sacrificing my extra standard, initiating Black Seraph's Wrath, which lets me add the results of an intimidate check to my next attack. Hamza has Skill God, meaning he automatically rolls a 20, +1d8 ⇒ 7 via Inspiration, for a grand total of 91.
This is now his second turn. He gains an additional 3 Vitae, bringing him up to 6. Also, the shroommamoth and 3 ogres each take 3d4 ⇒ (4, 1, 1) = 6 via Crimson Claim, which again is untyped, supernatural damage. Finally, the Shroommamoth also takes 14 bleed damage from Hamza using Razor Tempest on it last turn.
Recap: The two ogres have taken 16 damage, and the shroommammoth has taken 30 damage, before the start of Hamza's 2nd turn.

Hamza Mīnakshi |

This bonus actions occur at the start of Hamza's turn. Also, the shroommammoth takes another 2d4 ⇒ (1, 1) = 2 bleed damage from Shards of Steel.
Tapping into his inner reserves, Hamza focuses his attacks with the strength of a thousand fists. Swift action via sacrificing my extra standard, initiating Iron Knuckle, adding 4d6 to all my attacks for the round.
He then teleports to the shroommammoth, using his shadow to set up a flank, and delivers a mighty blow. First normal standard, initiating Fetch's Wrath, allowing me to teleport up to medium range, and attack. 1d20 + 62 ⇒ (2) + 62 = 64 for 1d6 + 151 + 12d6 + 24 ⇒ (6) + 151 + (4, 5, 4, 4, 4, 3, 3, 4, 2, 3, 3, 2) + 24 = 222 Using maximize sneak attack HOP.
Once more reaching with the chilling darkness of his soul, he lays claim to 3 of the mycleoids. Swift action via my extra move to Dark Claim, this lets me recover 3 maneuvers. They will be Black Seraph's Wrath, Persecution and Fetch's Wrath.
Again he channels his dark wrath into his kama, and unleashes a truly devastating attack. Normal swift action to initiate Black Seraph's Wrath, allowing me to add 91 damage to my next attack. Initiating Ruby Zenith Strike replacing my normal attack with a Sense Motive check. Hamza has Skill God(Sense Motive) gives him an 80, beating the Shroommammoth's AC. This allows him to deal triple damage. This is not considered a crit so all forms of bonus dice are tripled. 3d6 + 453 + 36d6 + 72 ⇒ (6, 5, 4) + 453 + (6, 3, 3, 3, 6, 2, 5, 5, 6, 3, 2, 4, 2, 3, 5, 5, 3, 6, 5, 2, 3, 2, 4, 6, 1, 4, 2, 6, 3, 1, 2, 6, 4, 3, 5, 1) + 72 = 672 Once more maximizing sneak attack.
Finally, he strikes once more at the massive behemoth, before blinking away again. Last standard action, initiating Fetch's Wrath again 1d20 + 62 ⇒ (12) + 62 = 74 for 1d6 + 60 + 12d6 + 24 ⇒ (1) + 60 + (5, 3, 6, 6, 1, 5, 2, 2, 6, 5, 1, 3) + 24 = 130 Maximize Sneak Attack. Then teleporting away up to medium range.
Hamza alone has dealt 1,358 damage to the Shroommamoth.

Hamza Mīnakshi |

Rest of the PCs are all up next, along with the assassins. Thanks to SADIE everyone goes on the same initiative, aside from Hamza

Jimbli Willit |

Seeing Hamza laying into the colossal beast, Jimbli moves to assist with a flurry of hurled daggers.
He shakes his head and tsks...
"Too much for me... I'm barely scratching it."
move to 60' away (45' in the air)
thrown mind blade: 1d20 + 24 ⇒ (18) + 24 = 42
crit confirm: 1d20 + 24 ⇒ (4) + 24 = 28
piercing damage: 1d4 + 26 ⇒ (4) + 26 = 30
thrown mind blade: 1d20 + 26 ⇒ (7) + 26 = 33
piercing damage: 1d4 + 26 + 2d6 ⇒ (3) + 26 + (6, 1) = 36
thrown mind blade: 1d20 + 19 ⇒ (19) + 19 = 38
crit confirm: 1d20 + 19 ⇒ (14) + 19 = 33
piercing damage: 2d4 + 48 + 2d6 ⇒ (4, 1) + 48 + (4, 5) = 62
thrown mind blade: 1d20 + 19 ⇒ (1) + 19 = 20
thrown mind blade: 1d20 + 24 ⇒ (9) + 24 = 33
piercing damage: 1d4 + 24 + 2d6 ⇒ (4) + 24 + (4, 2) = 34
thrown mind blade: 1d20 + 24 ⇒ (5) + 24 = 29
thrown mind blade: 1d20 + 24 ⇒ (4) + 24 = 28
piercing damage: 1d4 + 24 + 2d6 ⇒ (3) + 24 + (3, 2) = 32
thrown mind blade: 1d20 + 24 ⇒ (12) + 24 = 36
piercing damage: 1d4 + 24 + 2d6 ⇒ (2) + 24 + (6, 3) = 35
total damage 229

Cae Leonidas |

Not sure how much it matters, but each of those attacks has +5 to hit, +3 damage, and +3d4 fire damage.

Jimbli Willit |

extra damage: 2d4 + 50 + 21 ⇒ (2, 2) + 50 + 21 = 75
fire damage: 21d4 ⇒ (4, 4, 2, 1, 1, 4, 4, 1, 4, 4, 2, 3, 1, 2, 3, 4, 4, 1, 2, 2, 4) = 57 None of which bypasses fire resistance... so just add 75 to the 229 = 304

Rokan the Ascetic |

Having tested his abilities on what seems like a mere foot soldier, Rokan turns his flurry on the Shroomammoth.
[Full round] flurry of blows
unarmed strike attack: 1d20 + 61 ⇒ (20) + 61 = 81
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (4, 2) + 50 = 56
bleed: 1d4 ⇒ 4
unarmed strike attack: 1d20 + 61 ⇒ (1) + 61 = 62
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (1, 2) + 50 = 53
bleed: 1d4 ⇒ 1
unarmed strike attack: 1d20 + 61 ⇒ (9) + 61 = 70
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (1, 4) + 50 = 55
bleed: 1d4 ⇒ 1
unarmed strike attack: 1d20 + 56 ⇒ (17) + 56 = 73
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (6, 3) + 50 = 59
bleed: 1d4 ⇒ 2
unarmed strike attack: 1d20 + 51 ⇒ (1) + 51 = 52
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (5, 2) + 50 = 57
bleed: 1d4 ⇒ 1
expending one mythic power to activate Amazing Initiative: 1 extra standard action
unarmed strike attack: 1d20 + 61 ⇒ (2) + 61 = 63
B/P/S damage, psionic focus: 2d6 + 50 ⇒ (1, 4) + 50 = 55
bleed: 1d4 ⇒ 3
Damn, two natural 1s :/ Otherwise that's 63+ to hit for 225 damage and 4 bleed.

Itko Boranchakara |

The enigmatic native of Yaramuke decides to intervene once again in the chaotic melee.
"This has all been rather amusing, but I find myself tiring of these proceedings. I assume no one will mind if I draw the present struggle to a close?"
He raises his palms in a ritual gesture and creates an impressive barrier that divides the reinforcements from the rest of the sporulation chamber, leaving the party of explorers, dreamers, and wanderers little worse for wear.
Itko casts Mythic Move earth, creating a 10ft. deep trench that divides the myceloid's reinforcements from the party.
He also expends a Hero Point to get another standard action, which allows him to create a Wall of Stone in front of the pit. There is now a 15ft. barrier composed of the 10ft. pit and a 5ft. stone wall between the party and their foes. That will hold them for at least a round while they maneuver up against the barrier and attack it to get through.

Hamza Mīnakshi |

"How long is that going to last?" Hamza asks the druid, as he eyes the barrier.

Hamza Mīnakshi |

"I'm not sure there's any other other permanent solution other than killing them. Open to suggestions however."

Hamza Mīnakshi |

"Perhaps some of the others can, but such powers are beyond my ability. I am an assassin, and killer of mages, not a wielder of their profane magicks."

Cae Leonidas |

Cae walks up to the new wall, raises his hands and sings a deep song that reverberates in the earth. The new stone wall continues to rise from the earth at a rather quick rate.

Rokan the Ascetic |

I haven't picked all of Rokan's powers from doing his rebuild, but I believe this one might do. It would provide 12 10' squares (so, e.g. 30'x40'), for 12m. It's 3" think, each 5' square has 30 hit points, and hardness 5. Would that cover the opening and give us enough time?
Rokan steps forward. I think I have something that will hold them at bay for a reasonable period of time. It is very different from my typical gathering of energy. I can build barriers of metacreativity.
Before awaiting a response the monk approaches the opening and begins manifesting a solid panel over the open. It begins as a perfect square in the middle, at first, but then expands outward until it needs to fit the erratic rock edges.
UPDATE: I had this page open in a tab for a couple of hours and missed Cae's post :) However, the added thickness probably wouldn't hurt.

Hamza Mīnakshi |

Hamza continues to eye the new wall, "Alright, that should definitely hold them off, but is it a permanent solution? Also, if we leave them alive, that eliminates our leverage when we go talk to their masters."

Sebecloki |

"Their Royal Highnesses will also contribute to our defense."
Each of the massive creatures also contributes to the barrier in successive layers that completely seal off the tunnel behind many meters of solid stone.
The earth drakes have at will Wall of Stone -- they just keep casting it over and over again. They can do that as a standard action, so they each do that 3 times this round; that's 6 times each round, and they can keep going til the wall is like 100ft. thick and has millions of hit points. No way they're getting through that.
I apologize if you think that's abrupt, but I'm sick to death of this current encounter, and I feel like it's killing the game. I promise so more high intensity combats in the near future.
CN Gargantuan Dragon ([Earth, Psionic])
Init +5 (+1 dex, +4 Improved Initiative); Senses Perception +9
DEFENSE
AC 55 FF 54 Touch 12 (-4 size, +1 Dex , +43 natural , +5 deflection)
Wounds 66; Vigor 10453 (380d12+7983)
Fort +210 Ref +200 Will +208
Defensive Abilities draconic fortitudeMA, impervious emotionsMA, uncanny dodge; DR 10/epic and magic; Immune acid, emotion effects, fear, paralysis, sleep; SR 29
OFFENSE
Speed 40 ft., fly 200 ft. (clumsy)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon (80-ft. line, DC 22, 12d6 acid), greasy breathMA, joking banterMA, mythic power (6/day, surge +1d8), mythic spell-like abilitiesMA, slapstick propMA, slow breath
Spell-Like Abilities (CL 27th; concentration +34)
At will— grease (DC 18), hideous laughter (DC 19), move earth, stone shape, transmute mud to rock, transmute rock to mud, wall of stone
Sorcerer Spells Known (CL 19th; concentration +26)
9th (4/day)— clashing rocks* (DC 26), weird (DC 27)
8th (6/day)— irresistible dance (DC 25), scintillating pattern (DC 26), temporal stasis (DC 25)
7th (7/day)— mass hold person (DC 24), reverse gravity, teleport object (DC 24)
6th (7/day)— antimagic field, mislead, programmed image (DC 24)
5th (7/day)— mind fog (DC 22), polymorph, sending, teleport
4th (7/day)— confusion (DC 21), rainbow pattern (DC 22), stone shape, stoneskin
3rd (8/day)— dispel magic, haste, suggestion (DC 20), tongues
2nd (8/day)— glitterdust (DC 19), invisibility, phantom trap, pyrotechnics, see invisibility
1st (8/day)— expeditious retreat, magic aura, obscuring mist, shield, silent image (DC 19)
0 (at will)— dancing lights, detect magic, ghost sound (DC 18), light, mage hand, message, open/close, prestidigitation, read magic
* This spell is from the Pathfinder RPG Advanced Player’s Guide.
STATISTICS
Str 39(+14), Dex 12(+1), Con 33(+11), Int 28(+9), Wis 29(+9), Cha 28(+9)
Base Atk +380; CMB +398; CMD 414
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Augment Summoning, Blind-Fight, Brew Potion, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Deflect Arrows, Diehard, Dodge, Empower Spell, Endurance, Enlarge Spell, Eschew Materials, Extend Spell, Extra Turning, Far Shot, Forge Ring, Great Cleave, Great Fortitude, Greater Spell Penetration, Heighten Spell, Improved Bull Rush, Improved Counterspell, Improved Critical(Bite), Improved Critical(2 Claws), Improved Critical(2 Wings), Improved Critical(Tail Slap), Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack(Bite), Improved Natural Attack(2 Claws), Improved Natural Attack(2 Wings), Improved Natural Attack(Tail Slap), Improved Overrun, Improved Precise Shot, Improved Shield Bash, Improved Sunder, Improved Toughness, Improved Trip, Improved Turning, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Maximize Spell, Mobility, Mounted Archery, Mounted Combat, Multiattack, Natural Spell, Power Attack, Precise Shot, Quick Draw, Quicken Spell, Ride-by Attack, Run, Scribe Scroll, Shield Proficiency, Shot on the Run, Silent Spell, Simple Weapon Proficiency, Snatch Arrows, Spell Penetration, Spirited Charge, Spring Attack, Still Spell, Stunning Fist, Toughness, Tower Shield Proficiency, Track, Unholy Toughness, Weapon Finesse(Bite), Weapon Finesse(2 Claws), Weapon Finesse(2 Wings), Weapon Finesse(Tail Slap), Weapon Focus(Bite), Weapon Focus(2 Claws), Weapon Focus(2 Wings), Weapon Focus(Tail Slap), Whirlwind Attack, Widen Spell, Total Feats 191
Skills: Acrobatics +381 , Appraise +389 , Bluff +389 , Climb +394 , Craft(All Others) +389 , Diplomacy +389 , Disable Device +389 , Perception +9 , Sense Motive +389 , Use Magic Device +389 , Skill Points 5700 Racial Bonuses
Languages: Languages
ECOLOGY
Environment: Warm hills
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure: Triple standard
SPECIAL ABILITIES
Blindsense(Ex): 60 ft.
Damage reduction(Ex): 20/magic
Darkvision(Ex): 120 ft.
immunity to acid(Ex):
immunity to sleep and paralysis(Ex):
keen senses(Ex):
move earth(Ex):
Spell resistance(Ex): 31
spells (caster level(Ex): 19th)
spider climb(Ex):
stone shape(Ex):
transmute rock to mud/mud to rock(Ex):
wall of stone(Ex):
Climb Stone (Ex) A earth drake can climb on stone surfaces as though using the spider climb spell.
Greasy Breath (Su) Each square affected by a mythic earth drake’s acid breath weapon is treated as though grease had been cast on it. This effect lasts for 6 rounds.
Impervious Emotions (Su) A mythic earth drake dragon is used to playing on others’ emotions, rendering him immune to fear and all effects with the emotion descriptor.
Joking Banter (Ex) A mythic earth drake frustrates his foes with quips directed at them. As a standard action, he can attempt to demoralize up to 6 creatures within 30 feet that can see and hear the drake, substituting a Perform (comedy) check with a +6 luck bonus in place of an Intimidate check. This is a language-dependent mind-affecting compulsion but though creatures become shaken this is not considered a fear effect and does not stack with other fear effects. If an ally is targeted with joking banter while subject to a fear effect or other harmful emotion effect, it gains a new saving throw against that effect with a +3 luck bonus. The drake can spend one use of mythic power to target a single creature with its joking banter as a swift action.
Slapstick Prop (Su) By spending one use of mythic power as an immediate action, a mythic earh drake can target a manufactured weapon within 60 feet, forcing it to become soft and floppy. The weapon’s hardness is halved and it deal nonlethal damages and emits an appropriately silly sound effect on every hit until the end of the drake’s next turn (DC 22 Fortitude save negates). The save DC is Constitution-based.
Slow Breath (Su) Instead of a line of acid, an earth drake dragon can breathe a cone of slowing gas. Those in the cone must make a DC 22 Fortitude save or be slowed (as per the spell slow) for 1d6+6 rounds.
Stage Presence (Ex) A mythic earh drake can always take 10 on Charisma-based skill checks, and as a free action can expend one use of mythic power to take 20 on a Charisma-based skill check. This applies even when the drake is rushed or threatened.
Trap Master (Ex) An earth drake receives a +6 bonus on Craft (traps) and Disable Device cheks and on Perception checks made to locate a trap. The dragon can remove magical traps using Disable Device, and it can use its claws as thieves’ tools without penalty.
Combat
Earth drakes prefer to start combat by using their concussion and animate object powers to trap their enemies in caves or box canyons and then engaging in melee. Earth drakes charge their target and attack with their powerful front claws first, then rend the target with their gaping maw. Earth drakes are the only drakes that will fight to the death, convinced that they are stronger than any opponent. An earth drake‘s elemental attack allows the creature to gate solid matter in the form of dirt, stones, and boulders from
the elemental plane of earth.
Elemental Attack (Earth) (Su): Once per day an earth drake may gate in 50 cubic ft. of material from the elemental plane of earth. This material is composed of rock and soil and must be gated onto a solid surface but may be in any shape the drake desires. Any one caught in
the area the material is gated into must make a Reflex save (DC 23). A failed save means the victim is trapped under the earth and is affected as though by an avalanche (see DMG Chapter 3). The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, an earth drake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can swallow whole that round.
Psi-Like Abilities: At will – concussion blast (2 additional targets, 5d6 damage*); 3/day - body adjustment (7d12*), compression (two size categories, 15 minute duration*), control object, dissolving touch (11d6 damage*), ectoplasmic form, expansion (manifest as swift action, 15 minute duration*), false sensory input (6 additional targets, DC 14), immovability (manifest as swift
action*), inertial barrier, matter agitation, matter manipulation,
precognition, sensitivity to psychic impressions, telekinetic
force (500 lbs max*). Manifester level 15th.
*Includes augmentation for earth drake‘s manifester level.
Swallow Whole (Ex): The earth drake can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the earth drake‘s digestive juices. A swallowed creature can cut its way out by dealing 30 points of damage to the earth drake‘s digestive tract (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The earth
drake‘s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller creatures.

Slavathras of the Deadlands |

HERE is an updated image with the wall in place.
"So, that's that. What shall we do now, estimable associates of the Broken Tablet?"

Hamza Mīnakshi |

"Well, we originally planned on destroying those reinforcements as a way to leverage ourselves a deal with the mycleiod's masters, in order try and convince them to betray Kchac'Thraa. Now, I am unsure." Hamza admits, annoyed that he was unable to kill their foes.

Rokan the Ascetic |

Perhaps it is enough that we've trapped and incapacitated them to gain a bit of that leverage. We can keep using our powers to trap them until the negotiation is done.
Rokan offers.

Itko Boranchakara |

Perhaps it is enough that we've trapped and incapacitated them to gain a bit of that leverage. We can keep using our powers to trap them until the negotiation is done.
Rokan offers.
"Shall we proceed to the fane of the tribe's esoteric master then?"
The mysterious native of Yaramuke points to the north.

Sebecloki |

"Well, we originally planned on destroying those reinforcements as a way to leverage ourselves a deal with the mycleiod's masters, in order try and convince them to betray Kchac'Thraa. Now, I am unsure." Hamza admits, annoyed that he was unable to kill their foes.
I'd continue if this didn't threaten to end this campaign. It's literally taking people a week to post actions, and we're not even posting all the actions (the assassins and some of the minions didn't even act last round for no reason in particular as far as I can understand, players are just getting bored and disconnected and not even bothering to attend to these kinds of details). At this rate, we're going to be in the same room for another three months. It's clearly killing the campaign at the current rate, so I have to intervene here to move things along given there doesn't seem to be any hope of faster posting and more efficacious and comprehensive action that will resolve this combat in a decent amount of time without further damaging the campaign.

Slavathras of the Deadlands |

Perhaps it is enough that we've trapped and incapacitated them to gain a bit of that leverage. We can keep using our powers to trap them until the negotiation is done.
Rokan offers.
The elf nods in agreement,
"I assure you, wrathful demon, that there shall be more than enough blood spilled in the coming days to slake even your bottomless thirst."

Itko Boranchakara |

Re-posting the following just to remind everyone of the details here:
Hamza Mīnakshi wrote:
Now that the immediate danger has passed, Hamza looks to their allies in Itko and the drakes. "We have held up our end of the bargain so far. However, I believe the dread wraith has fled the battlefield and gone into hiding, fearing for it's unlife. I do not suppose any of the three of you have the ability to track our prey or otherwise assist us in reaching it?"
"Know Hamza of the House Mīnakshi, that the fiend known as Kchac'Thraa the Inimitable has not yet appeared before us in its full powers, but rather merely in effigy within the visual displays perched atop the automatons that only just now have fled down the corridor to the west.""During my prior visitations to this dolorous clime, I have had the opportunity to explore more of its terrible reaches. I am certain that the fiend resides below us, within a large volcanic shaft which connects this chamber, the spawning ground of its chief ally and mouthpiece, Shraagroom the myceloid seer, with the ruins of an ancient forge works. This devilish smithery once spat forth the most awful weapons in the service of a terrible conflict at the close of the Blue Age."
The druid gestures northwards,
"Otherwise, I know that the summoning chamber of the fiend lies to the north. Here, he draws forth his most terrible powers, and invites visitations from the dreadest inhabitants of the Elemental Strongholds and the Endless Wastes of the Gray."
Itko then points to the west, where the mass of myceloid reinforcements is quickly approaching.
"These have arisen from the maw of a vast beast which nests in an great chamber at the end of yonder causeway."
He then returns to the pointed edge of Hamza's question,
"I am happy to provide additional intelligence regarding these areas, and render what service we may. First, we must deal with the new forces dispatched by the fiend. I see within their number several of the behemoth shroomamoths created by the sinister experimentations of the myceloid alchemist and summoner Oolugooth. They are terrible foes."
The druid gestures towards the north,
"Come, our path now lies yonder chamber, the strange fane known as the Shrieking Shrine, the personal demesne of Shraagroom the Sporulator, greatest seer of the Myceloid Soordogum Tribe. Here, he traffics in knowledge and darker currency with the powers of the Elemental Strongholds and the deepest recesses of the Gray, including the mysterious entities known as the Reapers. The great Chamber of Convocation and the Shrieking Shrine are your destination. Guard yourselves."

Rokan the Ascetic |

Indeed, we will take caution. Lead the way Itko, but do inform us if there are any particular defenses we should favor in this meeting. For example, will he activate spores that could catch us off guard?
The monk seems wary of entering into his chamber without knowing more.

Itko Boranchakara |

Indeed, we will take caution. Lead the way Itko, but do inform us if there are any particular defenses we should favor in this meeting. For example, will he activate spores that could catch us off guard?
The monk seems wary of entering into his chamber without knowing more.
"Well, Rokan, I have already called your attention to the dangerous activities of the seer Shraagroom within his hidden demesne. He communes with powerful entities from the Elemental Strongholds and the Gray, among other foreign planes of existence, and it is these same unwise investigations which, I ween, led to his tribe's subjugation to the kreen wraith and its mechanical minions."
"The Chamber of Convocation is a nexus between worlds, in the same manner as the grotto in which my own person and these Royal Highnesses of Yaramuke have made their homes. However, it is merely a portal whereby the entities of other dimensions may enter Athas, not for the egress of their interlocutors. In other words, it is a vast door flung wide open to the most terrible of ravening predators, without any lock or key of any sort except the will of the summoner who dares to stand in the breach."
"The Shrieking Shrine which adjoins this chamber is an ancient ruin that has been re-purposed by the the myceloids to devote to one of their chief patrons among the Elemental Stronghold of Fungi -- Zuggtmoy the Princess of Elemental Evil, Demon Queen of Fungi, and the Lady of Rot and Decay. I believe it was built by ancient forces that predate the arrival of humans in the vicinity of Kalidnay. It may even be originally attributable to the rhulisti lifeshapers."

Rokan the Ascetic |

sorry, I didn’t mean to ask about all information like I’d forgotten who it was; very specifically about abilities that would endanger us in the immediate engagement.
Yes yes good Druid, I recall their general activities. I mean to ask about immediate dangers and traps as we enter that specific space. If it is not possible to know that, then general guard it is.

Itko Boranchakara |

sorry, I didn’t mean to ask about all information like I’d forgotten who it was; very specifically about abilities that would endanger us in the immediate engagement.
Yes yes good Druid, I recall their general activities. I mean to ask about immediate dangers and traps as we enter that specific space. If it is not possible to know that, then general guard it is.
"Besides his various extra-dimensional minions, the floor of the chamber is inscribed with summoning circles that can trap the unwary, just as they can ensnare outsiders that draw to close to its wide open dimensional portals."
"It is said the Shrieking Shrine is surrounded by a strange sort of energy field that distorts arcane abilities of all varieties that are employed within its confines. Perhaps this is a remnant of its purported origins in the lifeshaping technologies of the rhulistic."
"The shrine's name is also not falsely given -- it is filled with various sonic threats of extreme lethality. Their abilities impede communication and even spell-casting."

Rokan the Ascetic |

Rokan nods along with the more specific info.
Ah, now that is useful. And it only distorts the arcane? Not the psionic?Never-the-less, we shall be mindful of the summoning circles.
Rokan begins to float upward towards the shrieking shrine. When he gets to the entrance he waits for others to catch up before entering as a group.

Hamza Mīnakshi |

"Well, all that sounds awful. However, if only arcane magicks is blocked, we should be alright. Or at least, not hindered."

Jimbli Willit |

Jimbli pinches the fingers of one hand together at the center of his brow, pulls them outward as if tugging a string, then splays his fingers. There is a brief and barely visible glittery puff which expands then disappears.
Touchsight (ignore invisibility, darkness, and concealment within 60'... must have line of effect)
He shrugs at Slavathras' warning "I'm ready... let's move." and follows Rokan.

Hamza Mīnakshi |

Hamza turns to the elf, "Just because I said it wasn't pleasant doesn't mean I wish to be elsewhere. Alaka is also awful in many ways, but it's my home. Actually, I kinda like it down here. Reminds of where I grew up."
He pauses, looking over their group, thinking. "Now that I think about it, why don't you stay here with their royal personages? We're going to attempt diplomacy, and I feel like arriving with a pair of massive earth drakes might send the wrong message. We need Itko due to his extensive experience and knowledge. "
Should I bother rolling diplomacy here, or are you gonna have Slavathras do what he wants regardless of my result?

Slavathras of the Deadlands |

Hamza turns to the elf, "Just because I said it wasn't pleasant doesn't mean I wish to be elsewhere. Alaka is also awful in many ways, but it's my home. Actually, I kinda like it down here. Reminds of where I grew up."
He pauses, looking over their group, thinking. "Now that I think about it, why don't you stay here with their royal personages? We're going to attempt diplomacy, and I feel like arriving with a pair of massive earth drakes might send the wrong message. We need Itko due to his extensive experience and knowledge. "
Should I bother rolling diplomacy here, or are you gonna have Slavathras do what he wants regardless of my result?
You can roll -- it's unlikely to have any impact on him given his his Charisma score, just like the last time we had this issue. He's not interested in going anyway, so he'll be happy to comply. Remember, we already learned that Slavathras is afraid of the Reapers who it is believed Shraagroom may be in communication with.
"That sounds like a splendid idea little demon. You run along and don't worry any on my account. I shall assuredly maintain our defenses from this removed vantage."