Wight Worms (Group 2)

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A group of adventurers dispatched to explore a potentially wight infested mine in the mountains discovered one of the means that the undead were arriving in the area. Tunnels. Tunnels being carved beneath the earth by undead beasts. Having made the long journey from Dragonier, or perhaps near Rune's original location where Heth was last seen years ago, the undead have carefully carved their way to Alexandros for reasons uncertain.

The packs of wights that have arrived so far, potentially a mere scouting intrusion, a probing of the response of the city to their arrival, or perhaps a mere feint. Who can say for sure?

Either way, the beasts are still here, responsible for a few of the recent earthquakes that have been felt in various parts of the region.

The city government has called together its military forces to confront them, and as part of that effort, you've been called together too. These beasts -- undead worms -- are to be driven to the surface, compelled through artifice and magic, and then dispatched before they can get any closer to the city. The undead accompanying them will be the first test of Alexandria's military readiness to contain the wight threat in cooperation with its irregular forces. That's you.

You'd been given standing orders to be ready, as it was uncertain when exactly the move against the worms would go forward. Preparations had to be secured, locations scouted to provide maximum efficiency. Hard, quiet work in a city no stranger to the work nor the secrets.

But now is the time.

You've been called together, some of Alexandria's boldest warriors, and assembled. You've been counted, and are being divided into groups, as the worms have been forced apart into divergent paths by means of magic. In fact, some cunning adventurers had helped slow them down with magics, spiking stones in their path and more to buy the city valuable time, a fact for which its officials are quite grateful.

Indeed, as the adventurers stand up and be counted, amongst them is Seldan. His presence was *almost* missed all together, but well coifed man with a scroll case under his arms who has been present every step of the way simply extends the scroll case to the paladin, saying, "We've been looking for you. You've been summoned to appear before the City Council to speak on matters pertaining to -- ... well ... you know. You also ought to know we have your back, but the Council has some questions."

From the look Seldan wears as the scroll case is handed to him, he is unsurprised by the summons, and merely accepts it with sober grace and a polite bow. "I am at the Council's disposal," he answers calmly, decked out in full adventuring gear, with little attempt to hide himself from those present. Still, his self-effacing nature is a pervasive one. "I shall appear as bid." What that's all about is not entirely clear, but he tucks the summons into a side pocket of the knapsack over his back, and turns to the others. "Let us be about our business."

GAME: Braelnoir used a Antiplague.
GAME: Braelnoir used a Bladeguard.
GAME: Aryia used a Potion of Ant Haul.
GAME: Aryia used a Potion of Delay Poison.

When the undead march in force on Alexandria, one can bet that Vardama's temple will find irregulars to represent them. And so it is that Silmeria stands amid the gathered adventurers, having added a crown of mithril swords to her gear. Drawing in a deep breath as the nature of the threat is laid out, she casts her eyes to the ground for a moment, wondering if the group's last adventures in Dragonier might be connected.

Snapping out of her musings in time to see Seldan be called upon to answer the Council, the Speaker raises an eyebrow, interested. Whether she knows anything about the particulars behind that exchange or no, she keeps to herself, apparently preferring to look to the task ahead.

Aurala has been drawn forth to answer the call to fight the undead. The massive giantborn finishes buckling her mithral breastplate on securely as well as checking the rest of her gear. The only thing that stands out, is the lack of weapons. She stays in the background, well as much as she can, since she stands taller than most.

Aryia wasn't the first person to considering doing this. She had things to do. Perhaps more dormant in terms of helping out the city at large. She didn't consider herself on the precipice of those that needed to be on call for such a thing. But the more she thought about it: The Halls, The False Sister, and everything that lead up to this. She came to one conclusion.

Vardama, this one's for you. Did Aryia a solid. Might as well give thanks in this way.

The pugilist mul'neissa is with the others, tightening her gloves, rolling her shoulders and buckling up her jacket. Potion after alchemical concoction is imbibed, then promptly tossed over a shoulder to break against the ground. She cracks her neck. Stretches her legs. And claps her hands as they light up in a silvery moonlight hue as little lines of the energy drifts across her skin.

Halani doesn't stand out among the gathered. Smaller than many and certainly not visually impressive by any means. The only thing that might stand out is a glint in her eye bordering on manic and a vibration that's more sensed than seen as she stands expectantly. Rather, she bounces on the balls of her feet, giving her arms small shakes as if she simply cannot stop moving.

It's a call to fight, one that's reached Braelnoir's ears, and thus, here she stands.

The Korite spends a few moments testing the play of her new 'kickers while the forces congeal.

She made the rounds, bumping knuckles with those known to her, then uncorking a potion or two to swill down in preparation for the show.

Then, as she may not get another chance once the show's started, she growls and hisses something under her breath before doubling in size.

GAME: Braelnoir casts Enlarge Person. Caster Level: 6 DC: 13

As you ready yourselves, you notice that you're surrounded by soldiers. Their leader looks at you and nods firmly. In the distance a metal stake is being driven into the ground. Something it seems that is meant to convince the worms to rise to the surface. There's tension in the air. Waiting. You're all waiting for the undead to come. Everyone knows it. It's just a matter of time now. "Remember! You'll all focus on the worms and the wight lords. They're hard to miss. The rest you leave to the armed forces of Alexandria!"

He says this and the soldier's cheer... though perhaps not as vehemently as their illustrious leader might have hoped. In any case. They seem ready enough... And that's a good thing as the ground begins to rumble...

Stjepan looms in the back, as he's wont to do. He's already unsheathed his greatsword and is rubbing some kind of glittering oil on it in preparation, muttering to himself as he goes. One crack of the neck later, the rag is tucked away, and he flexes his knees as the ground rumbles.

GAME: Stjepan used a Potion of Oil of Bless Weapon.
GAME: Silmeria casts Coordinated Effort. Caster Level: 10 DC: 15

"You heard the man!" Silmeria calls, drawing gun and shield, raising the pistol to point skyward. "We are the point of the spear, friends! It falls to us to keep the battlefield clear so the town's forces can do their work!"

The gun's traceries begin to glow, luminescing a pale, cool silvery-blue. "Look to your left! Look to your right! You each are the other's shield! Make certain that you support your friends, and we all shall end this night in victory!"

The Vardaman pulls the trigger of her weapon, but rather than the expected report comes the tolling of some great, distant bell, as the energy bursts out in an expanding wave, bringing with it the faint smell of steel, and the knowledge that together, lies safety.

Stjepan also, surreptitiously, slugs from a shot glass-sized vial, then tugs it back into his belt pouch.

GAME: Aryia used a Potion of Protection from Evil.

Aryia gives a nod to the leader of the armed forces of Alexandria before looking over everyone involved, some that she knows personally, some in passing, some having never met. She simply gives a shining thumbs up, a small beacon in the coming dark. The mute watches Silmeria's blessing waft over them, her closing her eyes and bouncing back and forth on the balls of her feet. A breath In. Another Out. Teeth crack off the cork of another potion, a silvery gleam before she coughs into a shoulder.

Aurala shivers as she feels the the effect of the one energy wave roll over her and she flexes her fingers a bit. She knows that once she focuses on her bloodrage her other abilities will come. She is getting a little bit anxious, it has been a while since she got a really good fight.

Halani rolls her shoulders a few times, then moves her head side to side. The quest to limber is never ending.

Then she stops. Her eyes close, and then her hand reaches out to the side, fingers closing around Braelnoir's forearm. "Heya.. so, don't freak out, yeah? You trust me, yeah?" And then she opens her mind.

It's almost like a mental handshake. It does require Braelnoir's reciprocation... should the tall acanian not wish the merger, she needs but pull away. Should she not, however... the pair find their sense of battle widened. The unconscious perception of the flow of battle is doubled. Double the senses, double the thought processing. Double the opportunities.

The embiggened Acanian looks to the touch to her forearm, arching a silver brow at the question, but nods, "Yeah, sure en-!"

Contact.

The Korite's mind rolls over a moment on itself at the sudden influx of impulses, the briefly giant woman's frame faltering just a touch as the synchronization is certainly a new experience.

Brae nods, letting out a breath, "A'ight, luv. May get a little heated once I get started, not sure how it'll touch you, but just so yer ready."

A wink, and the ensorcelled scythe over her shoulder is shrugged free and reindexed to it's proper killing grip before she oddly, taps her heels together, gaining a subtle celerity in her movements.

The ground shudders, ripples, and then explodes suddenly nearly on top of the spike being driven into the ground. Everyone in the area is shoved backwards; burried under dirt. The spike goes flying and lands somewhere... somewhere. Immediately the purple worm that exited from the ground opens its maw and... Undead pour out. Unusually fast they spread like a plauge from the mouth of the strangely discolored purple worm. Last out, walking almost casually, is a massive wight wielding a falchion in one hand. It points its minions forward and they rush toward the militant forces of Alexandria which seem suddenly... underprepared.

GAME: Aryia rolls punch: aliased to weapon0+2: (20)+21+2: 43 (THREAT)
GAME: Aryia rolls punch: aliased to weapon0+2: (1)+21+2: 24 (EPIC FAIL)
GAME: Aryia rolls punch: aliased to weapon0+2: (17)+21+2: 40
GAME: Aryia rolls punch: aliased to weapon0+2: (12)+21+2: 35
GAME: Aryia rolls punch-5: aliased to weapon0+2-5: (13)+21+2+-5: 31
GAME: Aryia rolls punch-10: aliased to weapon0+2-10: (16)+21+2+-10: 29
GAME: Aryia rolls crunch+crunch+crunch+crunch+crunch: aliased to 2d10+strength+2+2d10+strength+2+2d10+strength+2+2d10+strength+2+2d10+strength+2: (12)+3+2+(13)+3+2+(11)+3+2+(5)+3+2+(10)+3+2: 76
GAME: Aurala RAGES!, gaining +2 to melee attack/damage/Will saves and 26 temporary HP
GAME: Aurala casts Haste. Caster Level: 10 DC: 17

Aurala sees the scene before her and takes a deep breath. She reaches into the flames that burns inside her and calls forth her bloodrage. She gives a feral roar, and then her hands shift and change as they shift into golden scaled claws. Her face shifts, elongating, turning into a slightly golden scaled muzzle with sharp fangs. Scaled leathery golden wings emerge from her back and stroke through the air as she gestures and starts to cast. A flash of energy flares and then jumps from her to each and every person gathered on their side, speeding up everyone's movements and reactions as the Haste spells settles over them all.

Aryia is blasted backwards, shining arms flailing through the debris of dirt. Her boots kick and and it rights her, heels digging into the earth as she sees the horde. Her skin turns to a pallid ash. A glance to the side to see the soldiers woefully underprepared, her attention snaps to the problems in front of them: orders were to take out the big ones. And guess who's been punching massive boulders for the past three months. All the training for this.

The mute hunkers down and sprints into the fray, a forward flip getting her to the worm as arcing moonlit strikes hail unto the tough carapace of the undead beast. Every punch, kick, elbow and knee explodes in microbursts of moonlight. It's just a big rock, Aryia. Just break it.

GAME: Aftershock rolls 1d20+24: (8)+24: 32
GAME: Aftershock rolls 1d20+9: (17)+9: 26
GAME: Stjepan rolls 1d20+30+2: (12)+30+2: 44
GAME: Stjepan rolls fort: (6)+19: 25
GAME: Stjepan rolls 2d6+20+2+15+2d6+1d6: (9)+20+2+15+(5)+(6): 57

Stjepan trots forwards, heading past the worm to confront the great, falchion-wielding wight. Not-charging, but still moving quickly thanks for Aurala's magic, he fails to dodge the worm -- but shrugs it off instead. As he arrives, he strikes downward emphatically with a diagonal cut, blade flaming, flaring with power. It is, at least, a solid connection.

GAME: Silmeria casts Flames of the Faithful. Caster Level: 10 DC: 14

Well. *That's* concerning.

Brushing the dirt from her cassock, Silmeria grins as the accelerating magics take hold, and in the space between one breath and another she changes her position, closing on the titanic worm. For a moment, she glances over her shoulder at the horde pouring forth from the worm's mouth, and resolves to take time to winnow the ranks and make life easier on the army, if needed.

But now, in this moment, it is time to properly gird for battle. Prayers are whispered over the barrel of her gun, a litany of grievances against Heth, his brood, everything they stand for, this wight lord in particular, and the godsdamned worm they rode in on. It seems to work, for a bright silver light enshrouds her form, marking her as a devout enemy of the dead-which-walk, and flames of crimson and silver enshroud her weapon.

She is ready.

GAME: Braelnoir rolls weapon1: (3)+19: 22
GAME: Halani rolls 1d20: (12): 12
GAME: Braelnoir rolls 4d6+20: (13)+20: 33
GAME: Braelnoir RAGES!, gaining +2 to melee attack/damage/Will saves and 24 temporary HP
GAME: Halani rolls 1d20+24+5+2-1+1: (1)+24+5+2+-1+1: 32 (EPIC FAIL)
GAME: Halani rolls 1d20+24+5+2-1+1: (12)+24+5+2+-1+1: 43
GAME: Halani rolls 1d20+24+5+2-1+1: (4)+24+5+2+-1+1: 35
GAME: Halani rolls 1d20+24+5+2-1+1-5: (10)+24+5+2+-1+1+-5: 36
GAME: Halani rolls 1d20+24+5+2-1+1-10: (15)+24+5+2+-1+1+-10: 36
GAME: Halani rolls 1d20+24+5+2-1+1-15: (11)+24+5+2+-1+1+-15: 27
GAME: Halani rolls 2d8+2+5+2: (9)+2+5+2: 18
GAME: Halani rolls 2d8+2+5+2: (8)+2+5+2: 17
GAME: Halani rolls 2d8+2+5+2: (3)+2+5+2: 12
GAME: Halani rolls 2d8+2+5+2: (10)+2+5+2: 19
GAME: Halani rolls 2d8+2+5+2: (4)+2+5+2: 13
GAME: Halani rolls 2d8+2+5+2: (11)+2+5+2: 20

As one, the cojoined minds align their sight upon the mammoth worm, opting to remove it from play first.

As she surges forward, the enlarged mercenary bellows out a joyous, invitation to, "KOOOOOOOOORRRRRRRRRRRRRRRR!!!!" to come watch someone get their asses kicked.

Between strides, Braelnoir's form seems to convulse and erupt into a pebbled skein of mercurial silver, save the band of crimson scales winding about her arm, which seep bright blood that vanishes halfway to the ground.

Eyes turned slit discs of gold narrow in fury as she arcs a fierce slash across the belly of the enormouse worm.

GAME: Aftershock rolls 1d20+17: (19)+17: 36
GAME: Aftershock rolls 1d20+17: (4)+17: 21
GAME: Aftershock rolls 1d20+14: (17)+14: 31

Halani keeps pace, step for step with the embiggened rager, and as Braelnoir moves her scythe back, preparing for a swing, the jade islander launches herself into the air, her foot smashing into the thickened, undead hide of the monstrosity of a worm. Before the monk's feet even touch the ground, fist and feet fly at it... there is little in the way of grace for her attacks, for in many ways the massive creature is like a really big punching bag.

GAME: Aftershock rolls 1d20+14: (1)+14: 15 (EPIC FAIL)
GAME: Aftershock rolls 2d4+11: (6)+11: 17
GAME: Aftershock rolls 2d4+11: (4)+11: 15
GAME: Aftershock rolls 1d20+24: (4)+24: 28
GAME: Stjepan rolls fort: (3)+19: 22
GAME: Stjepan rolls fort: (8)+19: 27

The wight takes great offense to Stjepans offense, and quickly swings it's weapon in a blazing arc across the man's body. Two thin lines of blood flow freely and at the wight-lord's back the worm it rode in on tries to take a bite out of Halani. It misses the chance to eat her, but another worm rumbles to the surface mere inches from Silmeria and starts spewing undead forth from its maw practically right on top of her. Seems there's more than just this one pair of foes to face this day.

GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (13)+21+2+1: 37
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (12)+21+2+1: 36
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (4)+21+2+1: 28
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (19)+21+2+1: 43 (THREAT)
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (9)+21+2+1: 33
GAME: Aryia rolls punch+1-5: aliased to weapon0+2+1-5: (20)+21+2+1+-5: 39 (THREAT)
GAME: Aryia rolls punch+1-5: aliased to weapon0+2+1-5: (20)+21+2+1+-5: 39 (THREAT)
GAME: Aryia rolls punch+1-10: aliased to weapon0+2+1-10: (9)+21+2+1+-10: 23
GAME: Aftershock rolls 1d20+4: (18)+4: 22
GAME: Aftershock rolls 1d20+4: (10)+4: 14
GAME: Aryia rolls crunch: aliased to 2d10+strength+2: (9)+3+2: 14
GAME: Aryia rolls crunch: aliased to 2d10+strength+2: (13)+3+2: 18
GAME: Aryia rolls crunch: aliased to 2d10+strength+2: (16)+3+2: 21
GAME: Aryia rolls crunch+crunch: aliased to 2d10+strength+2+2d10+strength+2: (9)+3+2+(16)+3+2: 35
GAME: Aryia rolls crunch+crunch: aliased to 2d10+strength+2+2d10+strength+2: (17)+3+2+(13)+3+2: 40
GAME: Aurala rolls claw+1+2: aliased to Melee+2+2+1+1+2: (7)+19+2+2+1+1+2: 34
GAME: Aurala rolls cdam: aliased to 2d6+8+2+2+1d6: (6)+8+2+2+(4): 22

Aryia ducks low as the massive creature back snaps back, her making sure she keeps her breathing steadied. Others are joining in, quick work can be ma-

Shit! Another one! "New tango! Engaging, hold the line!" she fires off with shining bright hands towards the others, the gist understood regardless of knowing the motions before she throws herself into the fray once more.

Just flow. Left left right. Right right left. Think of sister. Think of Mother. Father. Venom.

Two cascading glaring flares of moonlight one after another as carapace is caved up to the shoulder. Messy work.

GAME: Stjepan rolls 1d20+35: (20)+35: 55
GAME: Stjepan rolls 1d20+35: (4)+35: 39
GAME: Stjepan rolls 1d20+25: (18)+25: 43
GAME: Stjepan rolls 1d20+20: (10)+20: 30
GAME: Stjepan rolls 1d20+15: (2)+15: 17

Aurala leaps into the air and with a few strokes of her wings soars over and lands by the wightlord. She is making it so she is across from Stjepan so that they both can take advantage and maybe distract the wightlord a bit. She slashes one of her claws at the wightlord, flames flickering along the claw as it slashes into the wightlord.

GAME: Stjepan rolls 2d6+37+2d6+1d6: (7)+37+(2)+(1): 47
GAME: Stjepan rolls 2d6+37+2d6+1d6: (11)+37+(7)+(2): 57
GAME: Stjepan rolls 2d6+37+2d6+1d6: (8)+37+(6)+(5): 56
GAME: Stjepan rolls 4d6+74+2d6+1d6: (18)+74+(11)+(1): 104
GAME: Silmeria rolls 6d6: (24): 24
GAME: Aftershock rolls 1d20+4: (14)+4: 18

Stjepan takes the two hits, then strikes back down into the empty space vacated by its falchion. The edge separates the neck, then he snaps a flurry of short-edge cuts to the upper torso and arms -- because it's important to be careful, and also separates the arms from the body as well. Just because.

GAME: Aftershock rolls 1d20+9: (8)+9: 17
GAME: Halani rolls 1d20+24+5+2+1-1+2-5: (4)+24+5+2+1+-1+2+-5: 32
GAME: Halani rolls 1d20+24+5+2+1-1+2-5: (9)+24+5+2+1+-1+2+-5: 37
GAME: Halani rolls 1d20+24+5+2+1-1+2-5: (20)+24+5+2+1+-1+2+-5: 48
GAME: Halani rolls 1d20+24+5+2+1-1+2-5: (14)+24+5+2+1+-1+2+-5: 42
GAME: Halani rolls 1d20+24+5+2+1-1+2-5-5: (11)+24+5+2+1+-1+2+-5+-5: 34
GAME: Halani rolls 1d20+24+5+2+1-1+2-5-10: (19)+24+5+2+1+-1+2+-5+-10: 37
GAME: Halani rolls 1d20+24+5+2+1-1+2-5-15: (16)+24+5+2+1+-1+2+-5+-15: 29
GAME: Halani rolls 1d20+24+5+2+1-1+2-5: (10)+24+5+2+1+-1+2+-5: 38
GAME: Halani rolls 2d8+2+5+2+10: (8)+2+5+2+10: 27
GAME: Halani rolls 2d8+2+5+2+10: (14)+2+5+2+10: 33
GAME: Halani rolls 2d8+2+5+2+10+2d8+2+5+2+10: (16)+2+5+2+10+(9)+2+5+2+10: 63
GAME: Halani rolls 2d8+2+5+2+10: (9)+2+5+2+10: 28
GAME: Halani rolls 2d8+2+5+2+10: (10)+2+5+2+10: 29
GAME: Halani rolls 2d8+2+5+2+10: (7)+2+5+2+10: 26
GAME: Halani rolls 2d8+2+5+2+10: (13)+2+5+2+10: 32

A gun makes hand-talk difficult, but Silmeria has enough freedom of dexterity in her shield to make basic signs, at least. <<Hold,>> she signals to Aryia. <<Back soon.>> Filling her lungs, she raises her gun skyward, once again. "Mori, Protocol Shift -- Undead."

((WITH PLEASURE: ACKNOWLEDGED)) the weapon answers in a distorted, aharmonic chord of monotones. Its tracings flare bright white beneath the flames, and the Speaker points the weapon at her feet.

"IN THE NAME OF THE LADY," she roars. "IN THE NAME OF PEACE, AND YOUR RIGHTFUL REST, I COMMAND YOU! IN THE NAME OF VARDAMA, *GET YOU OFF THE SKIN OF THIS WORLD!*"

The trigger is pulled, and again the great bell tolls, but *much* closer this time, and the wave of silver-white light that rolls out from her sizzles the worm's flesh, and flashes the wights around her to ash.

Which coils and eddies in Silmeria's wake, as she flashes to Aurala's side, reversing her pistol to touch her compatriot's shoulder. "We are doing well, and with luck you'll not have need of the Lady's blessing." The light encircling the Speaker's body dims, slightly, an equal measure of radiance wrapping around the Giantborn. "But just in case..."

GAME: Braelnoir rolls weapon1: (10)+21: 31
GAME: Braelnoir rolls 4d6+20: (11)+20: 31

Halani experiences... freedom. It's been a while since she's been able to flex certain muscles. Certain aspects of her growing, spiritual attunement that have been denied her within the city. And the expansive awareness of the battlefield granted to her through her link with Braelnoir is almost addicting. Her whole body.. blinks.. and then she's on the other side of the worm, knowing exactly where Braelnoir is, taking advantage of the large warrior's position to find the most advantageous strike. Then she blinks again. And strikes. Each blink and strike in such rapid succession that for a few seconds it seems like there are a handful of Halanis, each in different striking poses, at different angles and altitudes.. until she's on the ground once more, her feet sliding in the dirt as she comes to a momentary stop. Just as the worm itself, hide broken, pierced, bludgeoned, slashed, crashes to the ground beside its falchion wielding passenger.

GAME: Aftershock rolls 1d20+17: (2)+17: 19
GAME: Aftershock rolls 1d20+14: (15)+14: 29
GAME: Aftershock rolls 1d20+35: (15)+35: 50
GAME: Aftershock rolls 4d8+12: (17)+12: 29

The Korite's battle lust and draconic rage are in a curious alignment with the islander's militant intent.

Brae, left without a dance partner in the wake of Halani's sudden explosion of glorious violence, draws back her lips overmuch from silver interlocked fangs in a dreadful grin and whirls on her heel.

With a chuff of her sole forcefully pushing off from the hewn earth, Braelnoir launches herself in a near headlong charge toward the second worm, skidding into proper bearing to bring her scythe bitingly across the worm's belly with an exultant roar.

GAME: Halani rolls fortitude: (11)+16: 27

The worm discharges the last member of its party from its maw - another wightlord. He immediately sets about attacking Halani, and whilst she is distracted with him... The worm opens its maw and swallows the poor woman into its waiting cavernous mouth.

GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (13)+21+2+1: 37
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (15)+21+2+1: 39
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (16)+21+2+1: 40
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (15)+21+2+1: 39
GAME: Aryia rolls punch+1-5: aliased to weapon0+2+1-5: (14)+21+2+1+-5: 33
GAME: Aryia rolls punch+1-10: aliased to weapon0+2+1-10: (20)+21+2+1+-10: 34 (THREAT)
GAME: Aryia rolls punch+1-10: aliased to weapon0+2+1-10: (11)+21+2+1+-10: 25
GAME: Aryia rolls punch+1: aliased to weapon0+2+1: (15)+21+2+1: 39
GAME: {*} Aryia rolls crunch+crunch+crunch+crunch+crunch+crunch+crunch: aliased to 2d10+strength+2+2d10+strength+2+2d10+strength+2+2d10+strength+2+2d10+strength+2+2d10+strength+2+2d10+strength+2: (13)+3+2+(12)+3+2+(6)+3+2+(7)+3+2+(5)+3+2+(10)+3+2+(10)+3+2: 98
GAME: Aurala rolls 13d6: (43): 43
GAME: Aftershock rolls 1d20+6: (9)+6: 15

Aryia gives a sharp nod towards Silmeria as she seems to understand what's relayed to her. She prepares to take the brunt of it- Oh, shit! Halani!

"Contact! Important target!" she signs in mercenary lingo, singling out singling out the wightlord with a glowing finger before she hunkers down and just. Starts. Drilling straight punches into the new worm. Strikes invigorated by Brae's primal roar, their evidence of carnage relayed with every microburst of light from each stone shattering punch. This is how you do the heimlich on a worm, right? <Merctalk/Tongues>

GAME: Stjepan rolls 1d20+32: (2)+32: 34
GAME: Stjepan rolls 6d6+37+2d6+1d6: (24)+37+(6)+(2): 69

Stjepan turns, grinning, hair plastered to his forehead under his helmet. Loping over to the next wightlord, he just lunges, driving the tip of his flaming-hot greatsword through its mouth and out the back of its head. The smell is... unpleasant at best. He twists the sword savagely, and the wight's body drops to one side and the head to the other. It's emphatic.

GAME: Silmeria rolls ranged+2+2+1: (12)+10+2+2+1: 27
GAME: Silmeria rolls ranged+2+2+1: (1)+10+2+2+1: 16 (EPIC FAIL)
GAME: Silmeria rolls ranged+2+2+1-5: (18)+10+2+2+1+-5: 28
GAME: Silmeria rolls 1d8+2d6+1d6+2: (2)+(8)+(4)+2: 16
GAME: Silmeria rolls 1d8+2d6+1d6+2: (3)+(5)+(3)+2: 13

The battlefield seems much clearer now, for a wonder, and Silmeria turns to orient on the wight lo-- no, Stjepan just murdered the extra hell out of that one-- the worm, with Halani still within. Her hands move with preternatural speed, firing, breaking, reloading, and firing again and again, and if the second shot resulted in not the loud peal of silver bells but a concerning *PFFFZZ*, the third shot still managed to fire. Two magically empowered bullets dart across the field to sink deep into the worm's rotting flesh, detonating with a puff of red flame, white light, and greenish-pink gore.

Grim satisfaction passes over the Speaker's face as the worm falls, writhes, and stills. Then, a thought occurs to her. "...So fists aren't very good at digging, um... Does someone want to help Halani get out?"

Halani shouldn't have done her victory dance. But the temptation was too hard to pass up. A little foot stomping, a bit of a twirl... and then.. "Hey, who put out the lights-" Glomp.

There will probably be nightmares.

-TBC