
Ulricha the Unkillable |

Round 21
He moves towards the center of the room and sheathes his dagger.Round 22
As Ulricha comes under fire he activates his Defensive Intercept, coming to see if he can aid her. She gains a +2 morale bonus to their AC and savings throws.
Unfortunately since it's against Touch AC that'll still be a crit
Round 23Ulric lets out a roar of pain as the ray of magic scorches her skin, driving her fury on as she brings her axe to bear on the nearest standing demon ape.
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (4) + 15 = 19
Magic/slashing/cold iron: 1d12 + 10 ⇒ (5) + 10 = 15
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (9) + 10 = 19
Magic/slashing/cold iron: 1d12 + 10 ⇒ (9) + 10 = 19

GM Wolf |

Round 23
Jorrast tries to hex the tentacles guy but it is out of range and instead curses the red ape creature.
Vandomir targets the tentacle creature that is flying above the group. Of the six arrows only one pierces its flesh.
Alice focuses on the ritual to open the portal. Arrella slips into the room where then the door slams shut and seems to seal as well.
Dreteches attack Arrella. 8d20 ⇒ (9, 3, 16, 4, 5, 3, 10, 3) = 53
The Apes focus on Xandarian but get the group in their flaming breath attack too.
Red 30-ft. cone; 6d6 + 6 ⇒ (1, 2, 1, 1, 3, 5) + 6 = 19 fire damage; Reflex DC 17 for half;
Blue 30-ft. cone; 6d6 + 6 ⇒ (3, 2, 2, 3, 3, 3) + 6 = 22 fire damage; Reflex DC 17 for half;
Xandarian and Ulricha stab and slice the red Ape and it falls to their attacks. It bursts into a flash of flames.
Seeing Jorne wreak havoc on their forces the Tentacles aim at him. Casting two spells at him each.
The magical darts hit Jorne but they wink out not affecting him.
Jorne freezes in place apparently not resisting at least one of the spells.
3d20 ⇒ (3, 6, 8) = 17
Round 24
Init:
Jorrast
Vandomir, Alice, Arrella
Dreteches
Apes
Xandarian and Ulricha
Tentacles target everyone else but Alice.
vs. Jorrast Will DC 16
vs. Vandomir Will DC 16
vs. Arrella Will DC 14
vs. Xandarian Will DC 14
Jorne

Jorne Fyrestone Stavian |

Round 23
He tries to dodge out of the way of one of the fiery breaths before freezing in place. Then falling prone.
Reflex save: 1d20 + 15 ⇒ (18) + 15 = 33
Round 24
Will save: 1d20 + 12 ⇒ (19) + 12 = 31
He resists the spell, breaking its hold on him and he yells, "Kill the casters, bring them down, or give me a way to get to them!"
He stands up and draws his compound bow.
Round 25
He would aim both at the pink tentacles with Vandomir.
Composite Longbow: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26 damage: 1d8 + 10 + 4 + 1d6 - 6 - 5 ⇒ (1) + 10 + 4 + (6) - 6 - 5 = 10 d6 acid
Composite Longbow: 1d20 + 17 - 2 - 5 ⇒ (16) + 17 - 2 - 5 = 26 damage: 1d8 + 10 + 4 + 1d6 - 4 - 5 ⇒ (6) + 10 + 4 + (4) - 4 - 5 = 15 d6 acid
Immune to acid/ DR 5/?

Countess Arella |

Round 24
She releases her flurry of blows upon the two dretches in range.
unarmed strike flurry of blows, 1st Strike: 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 16
damage: 1d10 + 14 + 2 + 1d6 + 4 ⇒ (1) + 14 + 2 + (3) + 4 = 24 1 Ki for acid d6, 1 Con damage
2nd: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (7) + 10 + 2 + (5) + 4 = 28 1 Con damage
3rd: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (5) + 10 + 2 + (2) + 4 = 23 1 Con damage
4th: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (2) + 10 + 2 + (1) + 4 = 19 1 Con damage
She misses the first strike, the second smacks into the dretch as she kicked the other dretch to a bloody pile.
1d20 ⇒ 16
She laughs off the spell. "Jorne toss me up there and I will grab them."

Ulricha the Unkillable |

Reflex/Raging/ Journe's protection: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Reflex/Raging/ Journe's protection: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Looks like the dretches and apes go before me. Can we see where the casters are?

Xandarian Quartermain |
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Round 23
Red, Reflex DC 17: 1d20 + 10 ⇒ (9) + 10 = 19
Blue, Reflex DC 17: 1d20 + 10 ⇒ (20) + 10 = 30
Swirling and dodging, both flaming breaths miss Xandarian. (Thanks to his ring of evasion.)
Round 24
Xandarian gets hit with a spell but it has no effect. (I'm not exactly sure how Spell Resistance works here, but Xandarian has SR 19. Also Charm Person shouldn't work on Xandarian because his type changed to outsider [native] when he became a half-celestial.)
The half-azata paladin advances toward the green spellcaster and fights back.
Carouser's Retort: 1d20 + 13 ⇒ (14) + 13 = 27
Dmg.: 1d6 + 6 ⇒ (6) + 6 = 12

Jorrast Feorte |

Round 24
Reflex Save & Evasion DC17: 1d20 + 14 ⇒ (18) + 14 = 32
Reflex Save & Evasion DC17: 1d20 + 14 ⇒ (8) + 14 = 22
He continues hexing whatever targets he can.
Not sure what is in range. Blue? Evil eye-4 to attacks. Duration 7 rounds. Will save DC18 to reduce to 1 round. He then Cackles to extend the hex.

Vandomir Jarvis |

Round 23
Vandomir vs Red
Reflex: 1d20 + 8 ⇒ (19) + 8 = 27 Success - Half Damage
Vandomir vs Blue
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24 Success - Half Damage
Roci Vs Red
Reflex: 1d20 + 10 - 3 ⇒ (18) + 10 - 3 = 25 Success - 0 Damage
Roci vs Blue
Reflex: 1d20 + 10 - 3 ⇒ (10) + 10 - 3 = 17 Success - 0 Damage
Round 24
Vandomir vs Something
Will: 1d20 + 5 ⇒ (9) + 5 = 14 Fail

Alice Emmington |

It could be assumed that deities sense particular occasions within their realm of portfolio. Alice had read some clerics had a revelation or vision, after performing tasks or spells.
She hoped using blood fueled magic was not going to attract something nasty to pay her a social visit.
"You can do it guys, i know you can!", she tries to bolster morale of her companions.

GM Wolf |

Yes you can see where the three casters are but the one in back is not as obvious.
Round 24
Xandarian flies up to the green caster and pokes rapier into its side. It comes back slick with green blood or liquid. The tentacle creature does a high pitched shreik at being hurt by him.
Jorrast hexes the blue ape. But there is little to see or know he did it.
Vandomir is paralyzed just like Jorne. With his military saddle he stays in it.
1d100 ⇒ 62
Alice cheers on the group and keeps working on the ritual.
R 25: the whispers get louder but you still cant make out what they are saying.
Round 25

Jorrast Feorte |

Round 25
Jorrast cackles to keep the hexes active and moves up to the blue ape.
Cackle is a move action so I cackled and I moved.

Alice Emmington |

Round 25
Focusing on the puzzle that is the portal, something on the edge of her hearing comes to her ears.
What's that? What's that sound?

Xandarian Quartermain |

Round 25
Xandarian presses the attack against the green caster
Carouser's Retort: 1d20 + 13 ⇒ (3) + 13 = 16
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9
Carouser's Retort: 1d20 + 8 ⇒ (16) + 8 = 24
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9

GM Wolf |

Round 25
The casters respond with scorching rays! Jorne gets hit by one.
fire damage: 4d6 ⇒ (5, 2, 2, 1) = 10
ranged touch vs. Xan: 1d20 + 8 ⇒ (14) + 8 = 22
fire damage: 4d6 ⇒ (2, 3, 1, 1) = 7
ranged touch vs. Xan: 1d20 + 8 ⇒ (20) + 8 = 28
confirm vs. Xan: 1d20 + 8 ⇒ (6) + 8 = 14
fire damage: 8d6 ⇒ (3, 2, 1, 6, 4, 2, 2, 1) = 21
The blue ape swipes and attacks Ulricha.
Melee bite +11 (2d6+4), 2 claws +11 (1d6+4)
bite: 1d20 + 11 - 3 ⇒ (10) + 11 - 3 = 18
teeth damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16
claw: 1d20 + 11 - 3 ⇒ (7) + 11 - 3 = 15
claw damage: 1d6 + 10 ⇒ (1) + 10 = 11
claw: 1d20 + 11 - 3 ⇒ (6) + 11 - 3 = 14
claw damage: 1d6 + 10 ⇒ (5) + 10 = 15
Round 26
The casters respond with scorching rays! Jorne gets hit by one.
fire damage: 4d6 ⇒ (1, 1, 3, 2) = 7
ranged touch vs. Xan: 1d20 + 8 ⇒ (10) + 8 = 18
fire damage: 4d6 ⇒ (5, 4, 6, 1) = 16
ranged touch vs. Xan: 1d20 + 8 ⇒ (18) + 8 = 26
confirm vs. Xan: 1d20 + 8 ⇒ (19) + 8 = 27
fire damage: 8d6 ⇒ (4, 1, 1, 6, 1, 3, 1, 1) = 18
The blue ape swipes and attacks Ulricha.
bite: 1d20 + 11 - 3 ⇒ (17) + 11 - 3 = 25
teeth damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13
claw: 1d20 + 11 - 3 ⇒ (8) + 11 - 3 = 16
claw damage: 1d6 + 10 ⇒ (1) + 10 = 11
claw: 1d20 + 11 - 3 ⇒ (4) + 11 - 3 = 12
claw damage: 1d6 + 10 ⇒ (5) + 10 = 15

Xandarian Quartermain |

Round 26
The paladin's defenses are breached by spellfire. Determined and his means of healing gone, Xandarian flies up to meet the retreating green caster and counterattacks, designating it for his smite evil ability.
Carouser's Retort: 1d20 + 13 + 6 ⇒ (18) + 13 + 6 = 37
Confirming: 1d20 + 13 + 6 ⇒ (3) + 13 + 6 = 22
Dmg.: 1d6 + 6 + 16 ⇒ (1) + 6 + 16 = 23

Alice Emmington |

Round 26
Perception on whispers?: 1d20 + 19 ⇒ (8) + 19 = 27

Jorrast Feorte |

Jorraste cackles to keep his hex active on the ape, and attacks it with his rapier. It should still have -4 on attacks unless he is immune to hexes.
To Hit #1: 1d20 + 14 ⇒ (20) + 14 = 34
damage: 1d6 + 7 ⇒ (3) + 7 = 10 Assuming the acid from the augment crystal has no effect?
Confirm Crit on #1?: 1d20 + 14 ⇒ (9) + 14 = 23
damage: 1d6 + 7 ⇒ (6) + 7 = 13
To Hit #1: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d6 + 7 ⇒ (4) + 7 = 11

Ulricha the Unkillable |

Ulricha tears mercilessly into the blue ape facing her, shrugging off some of the harm from the demonic beast's bite.
Round 25
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (15) + 15 = 30
Magic/slashing/cold iron: 1d12 + 10 ⇒ (6) + 10 = 16
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (1) + 10 = 11
Magic/slashing/cold iron: 1d12 + 10 ⇒ (1) + 10 = 11
Round 26
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (20) + 15 = 35
Magic/slashing/cold iron: 1d12 + 10 ⇒ (3) + 10 = 13
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (18) + 10 = 28
Magic/slashing/cold iron: 1d12 + 10 ⇒ (7) + 10 = 17
confirm
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (7) + 15 = 22
Magic/slashing/cold iron: 1d12 + 10 ⇒ (10) + 10 = 20
Round of rage regained

GM Wolf |

Round 26
Jorrast swings his rapier and hits the blue ape but does not seem to come back bloody. Ulricha bashes upon the ape as well, doing some damage but its tough hide seems to shirk most of the damage only leaving minor cuts. Vandomir still remains paralyzed. Alice tries to listen...
Xandrian continues to press his attack upon the caster and slays it. The green caster drops to the ground.
16
Round 27

Countess Arella |

Round 25
She steps up to the blue ape and releases her flurry of blows upon it.
unarmed strike flurry of blows, 1st Strike: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22
damage: 1d10 + 14 + 2 + 4 ⇒ (7) + 14 + 2 + 4 = 27 1 Ki, 1 Con damage
2nd: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (2) + 10 + 2 + (5) + 4 = 23 1 Con damage
3rd: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (10) + 10 + 2 + (2) + 4 = 28 1 Con damage
4th: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (9) + 10 + 2 + (6) + 4 = 31 1 Con damage
Round 26
She steps behind the blue ape, giving Ulricha flanking and releases her flurry of blows upon the demon.
unarmed strike flurry of blows, 1st Strike: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
damage: 1d10 + 14 + 2 + 4 ⇒ (1) + 14 + 2 + 4 = 21 1 Ki, 1 Con damage
2nd: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (3) + 10 + 2 + (5) + 4 = 24 1 Con damage
3rd: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (7) + 10 + 2 + (6) + 4 = 29 1 Con damage
4th: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
damage: 1d10 + 10 + 2 + 1d6 + 4 ⇒ (1) + 10 + 2 + (2) + 4 = 19 1 Con damage
With the help of the others the blue ape falls upon the ground, dispersing as well.
Round 27
She double moves getting into position to charge.

Jorne Fyrestone Stavian |

Round 26
He drops his bow and picks up his greatsword as he moves under the pink tentacle creature. "I am ready when you are Arella!" He moves the blade to work as a ramp for her.
"I wish these blasted tentacle creatures could not fly!"
As the pink one comes down he slashes with his greatsword.
+3 Adamantine Greatsword, PA: 1d20 + 18 ⇒ (19) + 18 = 37
damage: 3d6 + 16 + 6 + 1d6 ⇒ (4, 2, 4) + 16 + 6 + (1) = 33 stance
Crit:
+3 Adamantine Greatsword, PA: 1d20 + 18 ⇒ (10) + 18 = 28
damage: 3d6 + 16 + 6 + 1d6 ⇒ (5, 4, 1) + 16 + 6 + (5) = 37 stance
He cuts it in half as it comes down!
"Ho! Ho! Look at that! One caster left!"
Round 27
He slams his heels together and charges towards the last caster using haste. He also incorporates his Pyrite Strike into the charge.
+3 Adamantine Greatsword, PA: 1d20 + 18 + 2 + 1 ⇒ (9) + 18 + 2 + 1 = 30
damage: 3d6 + 16 + 6 + 2d6 ⇒ (3, 6, 1) + 16 + 6 + (1, 4) = 37 stance&strike

Xandarian Quartermain |

Round 26
"Let's get the fuçk out of here!!"
Xandarian motions the others to get to the portal, as Boffy holds on to his charge.

Alice Emmington |

While still in round 26...
The strongest whispers sound utterly ridiculous to be considered safe.
Freeing darkness dragons? Tentacle monsters? Fallen angels? Madness indeed.
Still, for the fun of it..
Kn. Arcana, umbral dragon Zorsaail?: 1d20 + 17 ⇒ (8) + 17 = 25
Kn. Planes, fallen angel Uththres?: 1d20 + 13 ⇒ (12) + 13 = 25
Round 27
"Guys, i'm hearing whispering voices, do you hear them too? If not, i must hazard a guess that i am not open to only speaking with the usual spirits for guidance."
Xandarian and Vandomir are hurt worst, i believe?
Alice verbally, in no known language, converses with her spirit familiar, to give it particular instructions.
The tiny songbird flies towards Xandomir, then quickly pulls out a single thinner hair from his scalp. Does this require a roll?
She'll explain afterwards.

GM Wolf |

Not if he is willing. Act as if he is willing.
Umbral Dragon Zorsaail – Keeper of the Eclipsed Void
Origins & Essence:
Born from the cosmic rift between shadow and starlight, Zorsaail is an umbral dragon of immense power, dwelling in the void between worlds. Legends whisper that it was not hatched but instead manifested when the first eclipse darkened the heavens. Its body is a swirling mass of darkness, punctuated by glowing, star-like scales that shimmer and shift like constellations in motion.
The Eclipse War:
Zorsaail’s name is feared across celestial realms, for it once led the Eclipse War, a devastating conflict between light and shadow. It sought to unmake the balance of day and night, desiring a universe bathed in eternal twilight. However, the astral guardians—the Solarchs—banished Zorsaail to the Umbral Veil, a pocket dimension where even time struggles to flow.
The Whispering Dark:
Though imprisoned, Zorsaail's influence seeps through the cracks of reality. It speaks in the minds of those who linger too long in the dark, offering power in exchange for devotion. Cults of the Eclipsed Maw worship the dragon, seeking to unravel the barriers that hold it at bay. They believe that when the next Grand Eclipse occurs, Zorsaail will return, blotting out the stars and reshaping existence in its image.
Abilities & Influence:
Voidborn Form: Its body phases between dimensions, making it nearly impossible to strike in full.
Eclipsing Breath: Instead of fire, Zorsaail exhales a wave of absolute darkness, devouring light, magic, and even memories.
Shadow Dominion: It commands lesser shadow-beasts, using them as eyes and ears across realms.
Celestial Erasure: A forbidden ability—if unleashed, it can consume entire stars, leaving only endless night.
The Prophecy of Return:
Ancient texts foretell that should Zorsaail escape its prison, the sky will split, and the sun itself will weep black flames. Only a blade forged from the heart of a fallen star can sever its bond to the material world—yet no such weapon has been seen for millennia.
Some scholars believe the whispers of Zorsaail have already begun to stir, and that deep within forgotten ruins, the Cult of the Eclipsed Maw gathers, waiting for the moment their dark god walks the cosmos once more...
----
Uththres, the Forsaken Flame
Once, Uththres was among the Seraphim, those closest to the divine radiance of the Celestial Realm. Known as the Flame of Revelation, he was entrusted with the sacred fire that illuminated the minds of the righteous, bringing them wisdom and truth. His essence burned with a golden light, a beacon of purity that inspired awe among angels and mortals alike.
The Fall of Uththres
Uththres was not cast down for rebellion, ambition, envy or wrath. His fall was born from pity—a deep and dangerous love for humanity. He saw mortals struggle in ignorance, bound by fate, unable to grasp the full extent of divine knowledge. He believed that if they could wield the same fire of wisdom that angels possessed, they could break free of their limitations.
Against the warnings of his brethren, Uththres descended to the mortal world, offering his sacred flame to chosen ones—sages, kings, and poets. He whispered forbidden truths into their dreams and granted them glimpses of the infinite. But mortals, frail and unprepared, could not bear the weight of his revelations. Some went mad, others sought to use their newfound knowledge for dominion, and a few dared to challenge the heavens themselves.
Seeing the chaos he had unknowingly unleashed, the High Heavens judged Uththres guilty of corrupting the divine order. He was cast down, his wings blackened by the flames he once carried, his celestial name erased from the Book of Light. No longer a Seraph, he became known as Uththres, the Forsaken Flame, doomed to wander between realms, his fire now a cursed ember that brings only ruin.
The Legacy of the Forsaken Flame
Though fallen, Uththres still lingers in the shadows of knowledge. Scholars claim that those who seek forbidden wisdom may still hear his voice in the dead of night, guiding them toward truths both wondrous and terrible. His fire is no longer golden but burns in eerie hues—violet, crimson, and abyssal blue. Some secretive cults worship him as the Bringer of Revelation, while others fear him as the Harbinger of Madness.
It is said that Uththres still seeks redemption, wandering the edges of existence, hoping that one day he might find a soul strong enough to wield his flame without succumbing to its curse. Until then, he remains an outcast, a warning and a temptation to all who would dare to reach beyond their mortal limits.
Round 27
The caster hits Jorne with another scorching ray.
Round 28
The caster vanishes and appears casting another scorching ray.

Jorne Fyrestone Stavian |
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Round 28
He likely weathers what ever spell it casts on him. He would also get an AoO, unless it does something special.
Vital strike!
+3 Adamantine Greatsword, PA: 1d20 + 18 ⇒ (18) + 18 = 36
damage: 6d6 + 16 + 6 + 1d6 ⇒ (5, 2, 4, 6, 6, 4) + 16 + 6 + (6) = 55 stance

Alice Emmington |

Not if he is willing. Act as if he is willing.
** spoiler omitted **...
Sweet mother of mercy, that's a scary thing.

Countess Arella |

Round 28
She charges the last foe in sight.
unarmed strike flurry of blows, 1st Strike: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
damage: 1d10 + 14 + 2 + 4 ⇒ (8) + 14 + 2 + 4 = 28 1 Con damage
She announces out loud, "I wish to know a way to become living once more! Seraphim wish what is that? I wish for a neverending bag of magical item creation materials. No! I wish for more charisma 5 times."
After the fifth wish chains burst from the ground and lock her in place. She struggles and looks to the others. "Help me please!"

Alice Emmington |

Round 28
In response to Arella's wish to become living, Alice quickly chimes in.
"I think i can help with that, but you'd need to briefly die, for magic to work."
Recalling what lore she had learned about the umbral dragon, calling upon that was madness and disastrous. Yet the whispers talking about wishing, and Jorne's spoken wish of flying things flying no more actually working, Alice considered wishing. Magic items fun and all, but she needed to hasten the portal, and if the blood-fuel came from herself was but a slow pace, she decides on a conventional wish.
"Oh i'd wish to have a large basin here, filled with enough potent blood to complete the portal spell."

Countess Arella |

Round 29
There is a lock on each of her wrists. DC 20 or 30...
She struggles for a moment then just smiles. She turns into a pile of blood and gets whisked to a basin. "Hi Alice!" she says as she begins to reform. "I think we have enough blood. I wish for dexterity. I wish for dexterity. I wish for dexterity. I wish for dexterity. I wish for dexterity." She steps away from the basin as more chains snake up and attach to all of her limbs. "I think someone has a tying kink!"

Jorne Fyrestone Stavian |

Round 29 to 35
He brings all the bodies over near the portal to help them bleed and makes sure that they all are dead.
He follows Arella's lead and begins to make wishes to enhance his ability scores. If needed he pulls out his adamantine dagger and cuts himself free from any chains and is willing to help anyone else.
Strength first.

Jorrast Feorte |

"What's all this about wishes? No side effects? Well I wish for Intelligence. I wish to be smarter! I wish for Intelligence. I wish to be smarter! I wish for Intelligence. I wish to be smarter! I wish for Intelligence. I wish to be smarter! I wish for Intelligence. I wish to be smarter!"

Xandarian Quartermain |

Round 27
"Wishes? 5? Uh.."
Xandarian flies over to assist Jorne spouting wishes. "I wish I was a full health! I wish I had all my healing abilities replenished! I wish had double my paladin spells per day! I wish The Carouser's Retort also had all the abilities of a holy avenger! Ah! Um! I wish Boffy was a powerful azata!!!"
Round 28
Xandarian goes for a flying charge at the spellcaster harassing Jorne.
Carouser's Retort, charge: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Confirming: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Dmg.: 1d6 + 6 ⇒ (3) + 6 = 9

Alice Emmington |

Round 29
This time Alice goes for the advantages.
"I wish for a double blessing for a sharper mind, wisdom."
x2 wisdom.
Meanwhile she keeps working on the portal.

Jorrast Feorte |

Seeing the chains Jorrast jumps into the air and flies up, hoping to get out of reach.... "On second thought, I'm not sure wishing for things in the Abyss was the greatest idea...."

Xandarian Quartermain |

Round 28
Carouser's Retort: 1d20 + 13 ⇒ (15) + 13 = 28
Dmg.: 1d6 + 6 ⇒ (2) + 6 = 8
Xandarian's strike nearly missed as his center of gravity changed suddenly; as the furry rabbit on his shoulder, changed into a silver-haired elf creature. 'Boffy fell down on the distant ground below.
"Wha..?! WHAT THE FUÇK!!!" Boffy quickly looked at his new form.

Alice Emmington |

Alice had noticed making 5 wishes would pose a problem.
She'd make one more wish for now, there was a portal to finish.
Recalling previously getting surrounded, she chooses something practical.
"You know, i'd wish for the power of flight, that i've heard shamans and witches can attain."
Flight hex.

GM Wolf |

Each wish would take a round, it counts as a standard action.
Round 29 to 35
Alice
29 The wish seems to fail.
30 She gains the ability to use the flight hex once.
Xandarian
29 He is at full health.
30 Wish fails
31 wish fails
32 wish succeeds. The Carouser's Retort changes drops to the ground too heavy to be held. A black chain springs from the ground and locks around his leg.
33 Boffy changes! Another black chain springs from the ground and locks around his leg.
34 The chains begin to pull him into the ground.
Jorrast
29 (+1 Int)
30 - 33 (+1 Int to max out at +5) A black chain springs from the ground for each of these wishes.
34 The chains begin to pull him into the ground.
Jorne
29 to 39 (+5 Str)
30 and every even round cut the chains.
Arella
29 to 34 (+5 dex)
35 to 40 She tries to get charisma in the same way but it doesn't stick.

Ulricha the Unkillable |

Confused by the chaos unfolding around her, Ulricha puts everything into the one thing she can trust, her ability to level her enemies, attacking every demon, creature and enemy within reach.
Round 27
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (14) + 15 = 29
Magic/slashing/cold iron: 1d12 + 10 ⇒ (4) + 10 = 14
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (11) + 10 = 21
Magic/slashing/cold iron: 1d12 + 10 ⇒ (11) + 10 = 21
Round 28
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (10) + 15 = 25
Magic/slashing/cold iron: 1d12 + 10 ⇒ (9) + 10 = 19
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (12) + 10 = 22
Magic/slashing/cold iron: 1d12 + 10 ⇒ (8) + 10 = 18
Round 29
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (2) + 15 = 17
Magic/slashing/cold iron: 1d12 + 10 ⇒ (9) + 10 = 19
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (16) + 10 = 26
Magic/slashing/cold iron: 1d12 + 10 ⇒ (5) + 10 = 15
Round 30
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (6) + 15 = 21
Magic/slashing/cold iron: 1d12 + 10 ⇒ (3) + 10 = 13
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (20) + 10 = 30
Magic/slashing/cold iron: 1d12 + 10 ⇒ (9) + 10 = 19
Confirm
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (9) + 10 = 19
Magic/slashing/cold iron: 1d12 + 10 ⇒ (12) + 10 = 22
Round 31
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (7) + 15 = 22
Magic/slashing/cold iron: 1d12 + 10 ⇒ (12) + 10 = 22
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (19) + 10 = 29
Magic/slashing/cold iron: 1d12 + 10 ⇒ (6) + 10 = 16
Round 32
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (13) + 15 = 28
Magic/slashing/cold iron: 1d12 + 10 ⇒ (11) + 10 = 21
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (8) + 10 = 18
Magic/slashing/cold iron: 1d12 + 10 ⇒ (12) + 10 = 22
Round 33
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (13) + 15 = 28
Magic/slashing/cold iron: 1d12 + 10 ⇒ (9) + 10 = 19
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (14) + 10 = 24
Magic/slashing/cold iron: 1d12 + 10 ⇒ (10) + 10 = 20
Round 34
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (17) + 15 = 32
Magic/slashing/cold iron: 1d12 + 10 ⇒ (1) + 10 = 11
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (5) + 10 = 15
Magic/slashing/cold iron: 1d12 + 10 ⇒ (5) + 10 = 15
Round 35
+1 Cold Iron greataxe/Rage: 1d20 + 15 ⇒ (14) + 15 = 29
Magic/slashing/cold iron: 1d12 + 10 ⇒ (4) + 10 = 14
+1 Cold Iron greataxe/Rage: 1d20 + 10 ⇒ (17) + 10 = 27
Magic/slashing/cold iron: 1d12 + 10 ⇒ (8) + 10 = 18

Alice Emmington |

Alice just focuses on the portal.
While doing so, she silently hums a tune of a cheerful song in her thoughts.

Xandarian Quartermain |

Perhaps. But for now, it fun! WHEEEEEEEE!!!!
Xandarian
29 He is at full health.
30 Wish fails
31 wish fails
32 wish succeeds. The Carouser's Retort changes drops to the ground too heavy to be held. A black chain springs from the ground and locks around his leg.
33 Boffy changes! Another black chain springs from the ground and locks around his leg.
34 The chains begin to pull him into the ground.
I feel like I brought this onto myself. *_*

Vandomir Jarvis |

I believe I was told that once I succeeded, I could start attacking again, so...
Round 28
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (8) + 11 = 19
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (4) + 11 = 15
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Round 29
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (6) + 11 = 17
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (4) + 11 = 15
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Round 30
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (4) + 11 = 15
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (8) + 11 = 19
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (2) + 11 = 13
Round 31
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (1) + 11 = 12
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (7) + 11 = 18
Critics Confirm...
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Round 32
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (4) + 11 = 15
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (6) + 11 = 17
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14
Round 33
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (5) + 11 = 16
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Round 34
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (8) + 11 = 19
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (5) + 11 = 16
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (6) + 11 = 17
Round 35
Vandomir will fire on the closest threat, unless there is a ranged threat out there, in which case, take -1/-1 off, for Point Blank not being used.
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (6) + 11 = 17
+1 Adaptive Composite Longbow DA To Hit #2: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (3) + 11 = 14
+1 Adaptive Composite Longbow DA To Hit: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 x3
+1 Adaptive Composite Longbow DA Damage: 1d8 + 11 ⇒ (2) + 11 = 13

Jorrast Feorte |

Jorrast struggles, trying to get free of the chains. Escape Artist?: 1d20 + 13 ⇒ (2) + 13 = 15
Assuming that failed....