
| The Worm That Walks | 
 
	
 
                
                
              
            
            Going down to the sewage filled tunnel level you go a little way before determining that you have really entered into the sewer system of the city proper. There are twists and turns with numerous branchings that lead off at odd angles, some full of sewage emptying into the main tunnel while others are dry. Heading back you go up to the grate and see a pillared room similar to the one you initially entered the drainage system from. The grate lifts easily and you see only one door exiting to the south.
Figured you would eventually end up returning and going up so just fast forwarded to that point. I have revealed the areas on the map.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Thanks, GM.
"A heroism buff would be nice, Bubba, if you can spare one."  After the buff or not, Valgrim listens at door for dangers and then opens it, scanning the room, falchion in hand.
Perception: 1d20 + 32 ⇒ (15) + 32 = 47

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Odd.  After asking the angel to look down the hallway with her True Seeing and asking Alie to check it out with her Echolocation for any invisible enemies, Valgrim proceeds down the hallway to the other door, checking the wall and floors for any traps.
Perception underground: 1d20 + 34 + 4 ⇒ (1) + 34 + 4 = 39...+8 vs. undead
to save time: Same process at other door if nothing happens, listen for enemies and then open.
Alie, Bubba, Friar: Can you let me know how many spells you have left?

|  Alie Saechell | 
 
	
 
                
                
              
            
            Ive tried to keep my header current on my used spells. If it's not exactly right, it is pretty close for spells left.

| Friar Ferez | 
 
	
 
                
                
              
            
            6 rounds of Nimbus of Light Left
4 channels left
Wand of Restoration: 17 charges left
Wand of Cure Moderate Wounds: 14 charges left
Wand of Cure Critical Wounds: 35 charges left
Spells memorized: 
Cleric Spells Prepared (CL 21st; concentration +30) 
. . 9th—mass heal (2), miracle, prismatic sphere[D] 
. . 8th—quickened blessing of fervor (DC 23), earthquake, fire storm (DC 27), empowered heal, sunburst[D] (DC 27) 
. . 7th—quickened dispel magic, quickened searing light (2), sunbeam[D] (DC 26) 
. . 6th—greater dispel magic (2), fire seeds[D], heal 
. . 5th—flame strike[D] (DC 24) 
. . 4th—holy smite[D] (DC 23) 
. . 3rd—invisibility purge, protection from energy, searing light[D] 
. . 2nd—grace (2), communal protection from evil, spiritual weapon, weapon of awe 
. . 1st—liberating command, moment of greatness, remove fear, shield of faith (2) 
. . 0 (at will)—detect magic, guidance, light, stabilize

| The Worm That Walks | 
 
	
 
                
                
              
            
            Alie: Not sure about the other level spells (as I am not tracking them myself at all) but you may have missed marking off the magic missile earlier (1st level slot, right?).
Valgrim pulls open the door. The diagonal walls of this trapezoidal room converge to the west in a semicircular niche, where a four-foot-tall greenish statue of a hooded, worm-infested corpse with upraised skeletal arms stands on a cylindrical marble dais. The statue is illuminated by two elaborate oil burners mounted on small altars at the sides of the niche, and casts two different shadows on the curved wall behind it. A pungent smell of exotic incense lingers in the air.
I placed you all on the map, but adjust your positions if you wish. Exousia is still medium size until you tell me differently.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Valgrim moves to the door to the east, checks it for traps, and opens it.
Perception: 1d20 + 38 ⇒ (12) + 38 = 50

| Friar Ferez | 
 
	
 
                
                
              
            
            The angel as standard protocol watches the dwarf's back with her True Seeing and we stay away from the unholy shrine to Kyuss.

|  Alie Saechell | 
 
	
 
                
                
              
            
            I didn't even think to mark off that first level spell, DM. If I have to cast eight more of them, we are all going to die, lol!

| The Worm That Walks | 
 
	
 
                
                
              
            
            Valgrim opens the door without incident. The floor of this thirty-foot-high hallway is decorated with various shades of green. The design of the floor resembles a five-foot-thick segmented worm crawling on a patern of five-foot-wide squares. Highly stylized monochrome mosaics on the north and south walls show a procession of wormlike monsters marching through the room. These figures move in a sinuous path, folowing the body of the segmented worm and leaving a trail of slime behind them. Thin streaks of of blue energy crisscross the squares closest to Valgrim, rising into the air and begin caressing both him and Exousia, next to him, with a harmless tingle.
You recognize the creatures depicted as avolakias.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Yeah, that screams trap. Thankfully, we have survived this AP without the need for a rogue.
Valgrim closes the door leading east and we all move to the southern door. Same routine with traps.  Perception: 1d20 + 38 ⇒ (14) + 38 = 52 +8 for undead.
If no traps, Valgrim asks Alie for displacement (as we have not seen enemies in awhile - lasts 21 rounds) and we open the doors.

| Friar Ferez | 
 
	
 
                
                
              
            
            Exousia changes back to normal form and grips her greatsword.
"That does not sound good. We've got your back, Val." We wait for the dwarf to lead the charge in.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            "Thanks Friar, Exousia, let's you and I go in flying. Alie, be ready for a TK charge and and Bubba, be ready for whatever is needed."
Valgrim activates his Boots of Flying and opens the door, falchion in hand and flies into the room with Exousia next to him, using her True Seeing. The rest of the party stays by the door.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Valgrim finds himself charging into a huge ancient chamber that has a complex yet symmetrical shape. The forty-foot-high ceiling is a single elliptical dome, and the walls are decorated in geometrical patterns resembling stylized worms. The chamber features to opposite entrnces at the northwest and southeast with a five-foot-tall octagonal platform before them. A ten-foot-wide pit opens in the middle of both platforms. From within each pit comes the strange rasping sound.
Room revealed on current map.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Does Exousia see anything invisible? Gripping his falchion and flying a foot above the ground, Valgrim nears the edge of the pit and tries to sneak a quick glance with his 120DV down the pit closest to the entrance. Feels like a horror movie mistake, lol.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            If something's buried there, it's staying there. Valgrim flies a little further into the room to see what this is all about; everyone else stays put. Moved him on map.
Perception: 1d20 + 38 ⇒ (17) + 38 = 55+8 for undead

| The Worm That Walks | 
 
	
 
                
                
              
            
            Suddenly, behind and in front of you the worms erupt up from the pits in a geysers. But the worms do not break apart and scatter as you would expect when they hit the floor, instead they solidify into colossal undulating overworms! Valgrim finds himself pushed further into the chamber by the vermin wave and massive solidifying bulk.
Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Roll initiative and take an action if you beat their initiative.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 12 ⇒ (1) + 12 = 13...is this a surprise round? Or can we take full-round actions? Confused because you said action only.

| Friar Ferez | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Exousia: 1d20 + 8 ⇒ (16) + 8 = 24

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Valgrim barks out orders, "Bubba, some speed and inspiration would be great!"  Haste and IC.  Valgrim delays until he gets buffs.
"Aim at their heads and cast prismatic spray, Alie! They'll most likely resist your disintegrate spells. Exousia, provide flank and then fly away.  These things will try to swallow you if they bite you. Friar, save your spells. Also, we've fought these before.  I do not think they are undead." If they are, GM, let me know so I can correct the damage and to hit scores.
To hit:
BA +20
+2 weapon
+7 strength
+2 heroism
+1 haste
+4 IC
+2 flank
-6 power attack (after 1st attack)
-4 fighting defensively
Damage:
+10 Str
+2 weapon
+27 mythic power attack (+54 on critical)
+4 IC
+43 on normal hit
+70x3=210 on critical
Attack#1: 1d20 + 34 ⇒ (16) + 34 = 50...threat
Attack #2: 1d20 + 28 ⇒ (14) + 28 = 42
Damage: 2d4 + 43 + 2d6 ⇒ (1, 1) + 43 + (6, 5) = 56
Attack #3: 1d20 + 23 ⇒ (18) + 23 = 41...threat
Attack #4: 1d20 + 18 ⇒ (20) + 18 = 38...threat
Attack #5: 1d20 + 13 ⇒ (5) + 13 = 18...I am sure it is a miss
Confirmation #1: 1d20 + 34 ⇒ (5) + 34 = 39
Confirmation #3: 1d20 + 23 ⇒ (14) + 23 = 37
Confirmation #4: 1d20 + 18 ⇒ (11) + 18 = 29
If it does not confirm: 2d4 + 43 + 2d6 ⇒ (2, 4) + 43 + (6, 2) = 57
If the three criticals confirm then the damage is as follows:
1st critical: 6d4 + 210 + 2d6 ⇒ (2, 1, 4, 3, 2, 3) + 210 + (4, 5) = 234
2nd critical: 6d4 + 210 + 2d6 ⇒ (1, 4, 2, 1, 3, 1) + 210 + (5, 4) = 231
3rd critical: 6d4 + 210 + 2d6 ⇒ (4, 1, 3, 2, 3, 1) + 210 + (1, 3) = 228
So damage is 234+56+231+57(or 228)

| The Worm That Walks | 
 
	
 
                
                
              
            
            No, they are not undead. Magical beasts actually.
578 damage! I'll assume that Bublaka takes the stated actions.
Valgrim braces his blade to allow the massive forming worm to invicerate itself as it passes him. The effect is impessive as he completely lays open one side of the thing. The colossal worm collapses as its structure is sundered and dies...
Ferez, Alie, and Exousia still have actions.

| Friar Ferez | 
 
	
 
                
                
              
            
            That was...impressive. Friar just stays inside the doorway.  Exousia casts Holy Smite on the other one.
Damage: 5d8 ⇒ (7, 2, 6, 4, 6) = 25 and blind one round
DC 21 Will save for half damage and no blindness

| Friar Ferez | 
 
	
 
                
                
              
            
            Do not forget you have a fully charged Staff of Magi with which to cast spells as well.

| The Worm That Walks | 
 
	
 
                
                
              
            
            The geysers coming from the pits do not abate and spew forth two more of the colossal overworms! The one that already has formed focuses on Valgrim. The ranger can feel it's cancerous will try and press into his mind with horrid visions...visions that could only writhe within the divine consciousness of Kyuss. The bulk of the worm smashes down in a tremendous blow that sends Valgrim careening off of the platform and to the floor.
Awesome blow! 1d20 + 58 ⇒ (10) + 58 = 68 
Damage: 6d6 + 28 ⇒ (2, 2, 4, 6, 2, 1) + 28 = 45
Displacement miss chance: 1d100 ⇒ 91 Hit.
Valgrim: please make a will save. Your prone on the floor but I don't think that really matters too much when you are flying (i.e.
you can still move normally from there). What is your current AC with defensive fighting?
You are all up again.

| Friar Ferez | 
 
	
 
                
                
              
            
            Exousia casts defensively Earthquake on the room, hitting all the overworms!  Cast defensively: 1d20 + 17 ⇒ (18) + 17 = 35 vs. DC of 31.
Creatures on ground cannot move or attack. Friar just watches, conserving his spells.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Will save: 1d20 + 18 ⇒ (7) + 18 = 25....AC is 50, so with their +58 to hit, don't need to bother with fighting defensively anymore.
If the save is successful, Valgrim asks Alie to telekinetic charge him at the pair of worms.  Valgrim attacks the worm wounded by the holy smite first.  If it dies, he attacks the second worm.
Immediate action: 1d20 + 38 ⇒ (18) + 38 = 56...threat
Attack #1: 1d20 + 30 ⇒ (15) + 30 = 45...threat
Attack #2: 1d20 + 30 ⇒ (9) + 30 = 39...hit
Damage: 2d4 + 43 + 2d6 ⇒ (1, 2) + 43 + (4, 2) = 52
Attack #3: 1d20 + 25 ⇒ (8) + 25 = 33...hit
Damage: 2d4 + 43 + 2d6 ⇒ (1, 1) + 43 + (6, 5) = 56
Attack #4: 1d20 + 20 ⇒ (20) + 20 = 40...threat
Attack #5: 1d20 + 15 ⇒ (18) + 15 = 33...threat
Immediate action Confirmation #1: 1d20 + 38 ⇒ (4) + 38 = 42
Damage: 6d4 + 210 + 2d6 ⇒ (2, 3, 4, 3, 2, 4) + 210 + (2, 2) = 232
Confirmation #1: 1d20 + 30 ⇒ (10) + 30 = 40 
Damage: 6d4 + 210 + 2d6 ⇒ (3, 4, 2, 1, 2, 3) + 210 + (3, 4) = 232
Confirmation: #4: 1d20 + 20 ⇒ (18) + 20 = 38
Damage: 6d4 + 210 + 2d6 ⇒ (3, 2, 3, 1, 2, 2) + 210 + (6, 4) = 233
Confirmation #5: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d4 + 43 + 2d6 ⇒ (3, 3) + 43 + (2, 2) = 53
Ok so in order assuming AC of 30: 232 + 232 + 52 + 56 + 233 + 53

| Friar Ferez | 
 
	
 
                
                
              
            
            Bublaka, you can give Valgrim another save as an immediate action with saving finale!

| Bublaka | 
 
	
 
                
                
              
            
            For that matter, has the brilliant inspiration worn off? If necessary, Bublaka will end his performance to grant the ranger a second save, which will naturally affect his to hit and damage, but not as much as not getting to attack at all...

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            First, Brilliant inspiration does not help with saves. Second, due to lingering performance, I will still have the bonuses for 2 rounds. Third, here is the save 1d20 + 18 ⇒ (16) + 18 = 34

| Bublaka | 
 
	
 
                
                
              
            
            I hadn't checked duration for the spell when I asked - it has long expired. Scratching off a spell slot for the saving finale.
With a flourish of notes, Bublaka releases the magic of his performance in a surge to empower Valgrim to hopefully overcome the mental assault of the great overworms.

| The Worm That Walks | 
 
	
 
                
                
              
            
            Yeah, realized my mistake and deleted the question right after posting it...
The bard's performance is enough to keep Valgrim focused through the horrible visions. He leaps forward powered by Alie's magic and downs one of the massive worms with three well placed blows that cut the thing in half. He follows it up with three more strikes against the other worm which splashes him with gouts of green ichor. Though badly wounded the thing still squirms on.
Exousia and Valgrim both need to make will saves, The DC is 26. If you make it then go ahead and take another round of actions as the worms are in the grip of the Earthquake spell at the moment.

| Valgrim Twin-Axe | 
 
	
 
                
                
              
            
            Will save: 1d20 + 18 ⇒ (11) + 18 = 29
"Bubba, you saved my bacon as always!  Thank you!"  Valgrim then full-attacks the wounded overworm trying to leave one enemy only.
Hasted attack: 1d20 + 36 ⇒ (18) + 36 = 54...threat
Attack: 1d20 + 30 ⇒ (1) + 30 = 31...miss
Attack: 1d20 + 25 ⇒ (7) + 25 = 32
Damage: 2d4 + 2d6 + 43 ⇒ (2, 2) + (5, 3) + 43 = 55
Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Damage: 2d4 + 2d6 + 43 ⇒ (3, 3) + (4, 5) + 43 = 58
Attack: 1d20 + 15 ⇒ (19) + 15 = 34...threat
Hasted confirmation: 1d20 + 36 ⇒ (13) + 36 = 49
Damage: 6d4 + 201 + 2d6 ⇒ (4, 3, 4, 3, 4, 3) + 201 + (6, 5) = 233
Last confirmation: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 6d4 + 201 + 2d6 ⇒ (2, 2, 4, 2, 2, 1) + 201 + (2, 4) = 220
 
	
 
     
    